Posts for Challenger

Challenger
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Joined: 2/23/2016
Posts: 1036
Glad to see this game back :) And once again: Great work! Level 4 and Level 11 were unexpected. And I'm surprised to see a faster Jaffar kill this time. Yes vote. EDIT: I should have included Level 5 and Level 8 too (nice skip without taking damage, and that bloody bit).
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
For a highly-optimized game, really great work findind new improvements and a new trick. Yes vote. The level 5 boss surprised me too, because you triggered that key much earlier, and without that jingle.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
Oh boy! Oh boy! Oh boy! Oh boy! Oh boy!!! Your most recent discovery is much more than I expected, because now I managed a level 16 warp (not checkpoint) from level 1!!! Link to video RIP most of my work :( And Bye-bye Levels 4 and 5 XD I killed myself at the start of level 17 to fix "Jaffar already dead" bug, because otherwise, when finishing Level 19, he's actually stuck.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Post subject: Big update
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
Well, when you posted about a faster GT#3 a month ago, I discovered a much faster setup sprite, but I didn't post it until now because this one has some problems: - First of all, you only can bypass gates with running jump (although I later found a solution for most gate clips). - When a gate is opening, you must wait until it opens almost completely, unless if the distance is closer. - With both situations, some rooms were redone, losing some time on level 4 (between 2nd and 3rd guard rooms), level 18 (between fourth and fifth room, and the the room before boss battle), and level 19 (at the last gate). Here's the movie file: http://tasvideos.org/userfiles/info/71603850465476534 After 1st guard visit, simply climb down on the first room, then he dies after entering 2nd room and returns to title screen. You can use select & exit to shorten waiting, but you must wait for the exact moment. The usual level 4 warp won't work, so you must visit that guard room again, then select & exit and plays normally. This movie file doesn't visit it because after wall clip discovery, you can visit another guard through the second room. When reaching level 5, you can warp to level 16, but the fucking clock bug returns. At least I managed a "lagless level 16 warp". Since warping doesn't save your progress until completes a level, I exit this game at the start of level 17, then plays normally. Fun fact: the level 17 boss room doesn't lag with this sprite and FGT. ----- Last weekend I discovered a new level 4 warp, and despite how that clock bug pisses me off (forcing me to restart at the start of level 5) and adds much lag, for the other side, you don't need to visit one of guard rooms again, so this route is actually faster. Here's another movie file: http://tasvideos.org/userfiles/info/71603881487940625 This sprite setup is over 30~40 seconds faster than my current GT#1 setup. The reason why I'm still working on GT#1 is because our research isn't over yet.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Post subject: The research never ends
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Wow this is interesting. And the setup can be affected if you exit the level before screen transition or after (aka the room with that guard). I managed another GT1 setup: http://tasvideos.org/userfiles/info/71523416857477878 EDIT: OH MY!!! I managed to get Gate Thief sprite during this 2nd visit: Link to video This glitch can result on different effects, depending of your position and action. Getting GT sprite in this requires certain position and caution, because you must press select on the right timming - last animation before he turns Blue (as shown on the video) - otherwise, he will die as soon as you enter Level 1 (again). EDIT 2: Actually there are two ways: 1 - Exiting at the last animation before he turns Blue. 2 - Wait a bit and when he is about to disappear from sight, exit this stage. (this one is easier)
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
That was surprising! Yes vote
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
I'll try that possible Level 16 timesaver (even with much lag) during this update.
Akuma wrote:
Question: why did you press A to hold the ledge at the Warp-16 drop on Level 5? Is it necessary to manipulate the timing because of the changes in the setup? With the previous setup, I have not needed to manipulate the timing of that climb-down, and just let the Prince fall as soon as he finishes the climbing animation. (No button presses after Down.)
This fixes clock bug. At least with GT1 sprite I've tested for now.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
I DID IT!!! I finally found a way to use that faster level 4 warp without ruining "X minutes left" so much: Link to video I'll continue testing ;) EDIT: Here's my most recent progress: http://tasvideos.org/userfiles/info/71470907155688625 The new warp will be added later. And meanwhile, this movie file includes some new timesavers: - A double standing jump isn't necessary anymore to get GT1 sprite. - On Level 18, after pressing exit switch and returning to the previous room, I saved 4 frames with a new strategy I didn't consider before. - Added that new trick found recently (clip). EDIT 2: That gate must be completely closed so that warp will work. And... I really hate that clock message.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
Well, I discovered a while ago how some sprites allows you to bypass gates through a different way, but now I discovered that also works with narrow walls: Link to video Now Level 19 can be improved! I'll check if there are more useful locations for "all levels" category. EDIT: Unfortunately I only found two useful points: Although this wall isn't narrow, you can at least trigger next room transition and checkpoint, at the cost from dying because of these spikes from previous room. These spikes are dangerous! If we could manage a safely landing... Fun fact: you can use kill ability in this room to defeat that golden skeleton lol
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
Yeah it occurred with me too when I tested without TASing. I have exactly no idea why it fails (actually didn't expect climb up and back down to work successfully). But that alternative method (turn and fall) is really easier to get GT1. About Level 16: I'll test it later. Interesting stuff. EDIT: Tested it using my current GT1 TAS, but I didn't gain frames. I don't know if is due to more lag in this stage or something else.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
I watched most of your progress and the result was exciting. Cool playaround and creativity with Fox choice. My favorite parts were VS Kirby Team and VS Fighting Polygon Team Masterful work! Great Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
As a Prince of Persia TASer, I'm really proud to see how this TAS is highly optimized, and even skips some stages - I was blown away (especially Level 8) when I saw your previous run weeks ago. Great work and Yes vote. ------ Fun fact: The SegaCD version of this game (I made a TAS four years ago) is an very accurate port of DOS version, so the physics works similar. In other words, I tested those skips and worked successfully! I'll update that run.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
I tested everything, and the u-turn was surprisingly faster. About Level 5: I got the same result. ---------- I'm busy with some other projects, but checking every level would be interesting.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Here's the new movie file: http://tasvideos.org/userfiles/info/71191966913851519 This one uses the improved gate thief setup and delays end input after defeating Jaffar. The new setup adds more lag during those first three rooms, but it's still faster, and when warping to level 16, this time has less lag!
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Yeah I didn't test a running jump yet, but this will be included later.
Akuma wrote:
I think it's important to hit the Select Menu when the Prince "crosses the finish line," so there's a real frame count. Otherwise, it's impossible to visually confirm the end, as you cannot see the Prince behind the curtain to confirm spacing, timing, or any lag.
Since this game is still in progress, I'll include it too, like I did with 2016 TAS. Well, I have good news! I found new stuff recently: Link to video Link to video
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
Congratulations! Welcome to the staff team.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
This hack was a great choice, and I enjoyed seeing a bigger challenge than the original game. Yes vote.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Finally there's a TAS: http://tasvideos.org/userfiles/info/70990784938953521 It still uses the fat gate thief route because I'm still testing this game. This file also includes new improvements to Level 17, and another minor (but better) optimizations than I did years ago. A route that uses Game Genie code? Interesting.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
That new discovery is insane! Like your previous runs, this game is really entertaining, with great execution, and has a very creative playaround during that train autoscroller (my favorite part). Yes vote :)
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
Just found a run of this version w/glitches today: https://www.youtube.com/watch?v=hWJBsOalD-k That was even more unexpected than I thought. I should have put bruteforce when I was TASing that other version.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
GMP wrote:
Thanks a lot for the kind words c-square! I am looking forward to the any% w/ glitches TAS just as much as you :D
If you have plans, there's a TAS of SegaCD version I've mentioned before. Most of the gameplay was based on a old DOS run from 2007, and while there are some mistakes, some strategies can be useful.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
Very insane and ingenious TAS! 8-4 third room was the best moment of the entire run ;)
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
I always wanted to see a TAS of this version, since I haven't TASed any DOS game yet ;) First of all, although I haven't studied this version so much (and the SegaCD port has a similar collision detection and same glitches), this run looks well optimized. Second, normally that second guard from level 10 is supposed to turn around before the prince reaches the gate (it prevents you for climbing directly to the point above), but you can avoid that with some crouching jumps. This isn't actually a glitch? Third, some stuff are new for me, like skipping end level jingle, level 3 reset and OHKO Jaffar. Nice finds.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
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Joined: 2/23/2016
Posts: 1036
While I'm still improving this game, just noticed something about Gate Thief #1: It's possible to start level 1 safely without needing to die on level 2! It's very easy: instead of a running jump on that very first room before glitching to Gate Thief #1, just do two standing jumps! EDIT: http://tasvideos.org/userfiles/info/70672456652449577 Now we can warp to level 16 with gate thief #1!!!
My homepage --Currently not much motived for TASing as before...-- But I'm still working.
Challenger
He/Him
Experienced Forum User, Published Author, Skilled player (1643)
Joined: 2/23/2016
Posts: 1036
I'll fix those mistakes once finishing this game. About level 4: The first room I tested by accident. This skip is very easy to do in real time, because after that standing jump, only starts running animation and don't hold right button until before he finishes stop running animation. I have exactly no idea how that skip worked, although I noticed the gate has opened a bit at the time. Seems it also requires perfect positioning. Initially I managed to improve that previous strategy a bit, but the new skip was actually faster, since I started running earlier than before. About level 5b: Yes, I added a jump press in order to only crouch twice. Yeah I noticed that the new skip also affected those lag frames on level 16 checkpoint. That was very unexpected.
My homepage --Currently not much motived for TASing as before...-- But I'm still working.