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Tub
Joined: 6/25/2005
Posts: 1377
Hellfish wrote:
Not for me, since I can't understand a syllable of it. :P
as far as SotN goes, that's considered "better dialog" ;)
m00
Post subject: Re: Symphony Of The Night
Joined: 8/31/2006
Posts: 48
zggzdydp wrote:
Hellfish wrote:
I can't think of any pluses for (J).
There is a glitch which can kill Dracula in 5 seconds, it only works in J version.
There is? Could you please explain that glitch, I can't seem to find anything of the sort on worldbeyondwalls.
There is a whole new world beyond these walls. Break them down.
Post subject: Re: Symphony Of The Night
Joined: 7/1/2008
Posts: 272
Hellfish wrote:
Another thing to consider is if any eventual run should be on the (J) version. It would enable the wolf glitch Richter skip but on (U) it might be as fast or faster if one could actually pull off a single stop-screen ET to get the Holy Goggles fast.Other than that I can't think of any pluses for (J).
you mean using a Wolf Squeeze above the secret staircase? that can be done on any version. there are at least three timesavers that the first release Japanese version has: - Death does not have to be killed. you can reach the final bosses with only four parts of Vlad. this wouldn't be used, as using Edge Travel eliminates the need for the Vlad parts altogether. - After activating the elevator in Outer Wall, you can make the elevator immediately appear at the top by entering and exiting the CD room that leads to the Warp Room. this can be done on all versions. what the first release J version can do is, after exiting the CD room, you can backdash into the doorway, which will zip you down practically in front of the elevator. - Fight Richter normally. when the last hit is dealt to him, immediately use a Library Card. when you return to the throne room, the "Richter Saved" cutscene will play. of course, the Wolf Squeeze would be quicker than doing this, so this is only an option if Soul of Wolf is skipped, which i doubt would be done. and i believe the glitch ziggy is talking about is shown at the beginning of this run, which a Luck Mode TAS should probably be emulating quite a bit of. it also shows the trick in Outer Wall i mentioned.
Post subject: Re: Symphony Of The Night
Joined: 8/31/2006
Posts: 48
Satoryu wrote:
you mean using a Wolf Squeeze above the secret staircase? that can be done on any version.
Damnit, folied again! xD Thanks!
Satoryu wrote:
and i believe the glitch ziggy is talking about is shown at the beginning of this run, which a Luck Mode TAS should probably be emulating quite a bit of.
That's what I was doing. You mean where Drac's health is drained very quickly by tossing holy water just the right time into hydrostorm?I already do that, slightly faster than the youtubed version now actually.
There is a whole new world beyond these walls. Break them down.
Joined: 7/1/2008
Posts: 272
i was referencing, and i assume ziggy was referencing, Drac's first form.
Joined: 8/31/2006
Posts: 48
Satoryu wrote:
i was referencing, and i assume ziggy was referencing, Drac's first form.
Yep, I do that there. First form lasts all of four seconds (1:20-1:24). zggzdydp, which did you mean? EDIT: Just after Death skip now.
There is a whole new world beyond these walls. Break them down.
Joined: 7/1/2008
Posts: 272
Hellfish wrote:
Yep, I do that there.
oh derp. for some reason i thought you didn't. Blonde-Polish moment right there.
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
But I just couldn't get that intro in less then 30 seconds! Not even with mz's pcsx rerec
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
I think you need a "Clear" save in your memory card so you can skip the initial dialogue between Richter and Dracula.
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Heh... exactly... It's 30 sec with the clear game save. My old pSX attempt: http://www.youtube.com/watch?v=_2tRXgAokY8
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
pirate_sephiroth wrote:
My old pSX attempt: http://www.youtube.com/watch?v=_2tRXgAokY8
Wow, amazing skills. I can't wait to see you make a full Richter run someday... I guess it's time to use MHS and watch some memory addresses to make sure damage is frame-perfect and then see if < 30 secs is possible. EDIT: oops, I was thinking less than 30 seconds was required to get 30MP. I guess it's not...
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Editor, Emulator Coder, Expert player (2155)
Joined: 5/22/2007
Posts: 1134
Location: Glitchvania
AFAIK, there are some obscure SOTN-glitching groups which found quite insane glitches. An SOTN TAS could be improved if they "spoiled" something.
<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
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
well... it's been a while since I don't see anything new. But I'm sure that a frame-advance enabled emulator might bring some unkown stuff.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Joined: 8/23/2008
Posts: 417
Hellfish, I really enjoyed that "preview". I'm calling it a preview because I hope very much that you'll be doing a full run eventually. ;) That fight still gives me trouble; I rarely beat it without taking a hit somewhere along the line. To think it can be done so fast... fun watch. I wish I understood why PS1 emulation isn't as advanced as N64 emulation, as there's certainly no lack of interesting games on the console that are begging to be TAS'd, but I've no doubt that SotN is my number one choice for the system. Keep it up!
I will not use self-reference in my signature.
Experienced player (828)
Joined: 11/18/2006
Posts: 2426
Location: Back where I belong
Acheron86 wrote:
I wish I understood why PS1 emulation isn't as advanced as N64 emulation
CD based emulation is difficult to achieve sync stability because the emulator should be able to play back a movie no matter if the user has an .iso loaded or the actual CD in their player. But because different disc players have different read/load times, especially compared to the user's hard drive, it's difficult to code an emulator to treat each instance equally. Sega CD was introduced a full 10 years before the Gameboy Advance, and yet we just achieved sync stability with Sega CD 2-3 years after we had it with GBA (thanks to some excellent work by nitsuja and Upthorn). It's getting worked on though, so hopefully in 2009 PSX TASing will be a full reality.
Living Well Is The Best Revenge My Personal Page
Joined: 8/23/2008
Posts: 417
mmbossman wrote:
CD based emulation is difficult to achieve sync stability because the emulator should be able to play back a movie no matter if the user has an .iso loaded or the actual CD in their player. But because different disc players have different read/load times, especially compared to the user's hard drive, it's difficult to code an emulator to treat each instance equally. Sega CD was introduced a full 10 years before the Gameboy Advance, and yet we just achieved sync stability with Sega CD 2-3 years after we had it with GBA (thanks to some excellent work by nitsuja and Upthorn).
I thought it might have something to do with the whole "disc" thing and now I know. A split-second delay in any loading times would equal a desync, wouldn't it? Sounds like a chore to program... but thankfully there's usually someone up to the challenge somewhere. Thanks for clearing that up for me.
I will not use self-reference in my signature.
Joined: 8/31/2006
Posts: 48
http://www.youtube.com/watch?v=Gsq7QtVn4WE New WIP courtesy of mz's capturing and uploading (not to mention emulator :P) Up until Death skip. Changes will be made such as shortening the jump after the rock tunnel, not killing the last 2 wargs (To allow a level-up stopscreen later on) and investigating how to get big tossed the wrong way.
There is a whole new world beyond these walls. Break them down.
Joined: 7/2/2007
Posts: 3960
Nice! Few things, though: * Given that you're playing Luck Mode, how much does it really matter to grab the cross? Your stats as Alucard will get nuked anyway. You have to land on an additional ledge to grab the cross, which probably costs you a few frames. * Can you luck-manipulate the zombie to not show up, so you don't have to jump over it? * You do a short-hop off the ledge at the entrance of the mermen/Pot Roast room. I'm guessing this is to make you land sooner, but it also means less time dashing on the ground, which is significantly faster than jumping. Have you compared your times with and without the hop? * You can play with the "Now Loading" screen - it'll "wave" in different directions depending on input. * The sound was a bit choppy, which I expect is just a matter of emulator/CPU power. What about the text, though? It seems like there were several columns of pixels missing.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1223)
Joined: 9/15/2006
Posts: 165
Location: China
http://www.youtube.com/watch?v=BmoUKLUQCzI that is a glitch final battle, only works in Japanese version. the video has no voice and music, how to encode a video with music on PSX emulator?
Player (150)
Joined: 11/27/2004
Posts: 688
Location: WA State, USA
Derakon wrote:
What about the text, though? It seems like there were several columns of pixels missing.
IIRC, the game occasionally switches the resolution to 640x480 for menus and such. That might be the source of the problem.
Nach wrote:
I also used to wake up every morning, open my curtains, and see the twin towers. And then one day, wasn't able to anymore, I'll never forget that.
Joined: 8/31/2006
Posts: 48
Derakon wrote:
* Given that you're playing Luck Mode, how much does it really matter to grab the cross? Your stats as Alucard will get nuked anyway. You have to land on an additional ledge to grab the cross, which probably costs you a few frames.
I did the powerup juggling just for a bit of extra entertainment,and because I was at first going normal mode and just hexed in the name change.This will be addressed.
Derakon wrote:
* Can you luck-manipulate the zombie to not show up, so you don't have to jump over it?
Not in any of my tries, no, a zombie always appears when the lights go on. I could stop and kill it instead which would be much faster than jumping over BUT more zombies would have time to spawn further in and the warg would have to be dealt with, which would ultimately be slower. I do kill one zombie though. See if you can spot it =P
Derakon wrote:
* You do a short-hop off the ledge at the entrance of the mermen/Pot Roast room. I'm guessing this is to make you land sooner, but it also means less time dashing on the ground, which is significantly faster than jumping. Have you compared your times with and without the hop?
IIRC, you have to do a short hop to clear the gap.. Maybe I'm mistaken though.
Derakon wrote:
* You can play with the "Now Loading" screen - it'll "wave" in different directions depending on input.
I know, I'd prolly already be doing this if I wasn't making the movie almost entirely in Notepad++ :P Makes it easier to do frame precision stuf, IMHO, but playaround stuff is harder this way.
Derakon wrote:
* The sound was a bit choppy, which I expect is just a matter of emulator/CPU power. What about the text, though? It seems like there were several columns of pixels missing.
Yeah, what RT-55J said. :)
There is a whole new world beyond these walls. Break them down.
Joined: 10/15/2007
Posts: 685
RT-55J wrote:
Derakon wrote:
What about the text, though? It seems like there were several columns of pixels missing.
IIRC, the game occasionally switches the resolution to 640x480 for menus and such. That might be the source of the problem.
The Saturn version switches to high resolution for menus (not to mention has an ungodly load time to get there), but I think the PSX version keeps the same resolution throughout. It's a higher than standard resolution, because the PSP makes it blurry as hell no matter what, but I think it's uniform throughout.
Kirby said so, so it must be true. ( >'.')>
mz
Emulator Coder, Player (79)
Joined: 10/26/2007
Posts: 693
PS games switch the resolution all the time. This game uses 256x240 for in-game, 368x240 for menus and 512x240 for title screen, among others. I did the encode at 320x240, that's why some pixels are missing. The next video should be encoded at 512x384. The choppy sound is there because my computer sucks. CPU power affects the sound quality, I'll try to fix that... (Also, video quality sucks because YouTube sucks. :P)
You're just fucking stupid, everyone hates you, sorry to tell you the truth. no one likes you, you're someone pretentious and TASes only to be on speed game, but don't have any hope, you won't get there.
Active player (312)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
I use FRAPS to capture PSX stuff with sound.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
I decided to try my hand a little bit at SOTN, with Richter. Currently I'm at the door leading to the first CD loading room (just before the alchemy lab). I've included the memcards needed to make the video run properly. Make sure you load the one labeled MC1 in memory card slot 1, and MC2 in memory card slot 2 (the latter contains the data needed to load Richter. The former is simply a blank card). I'm learning about how to properly control Richter, and ideas and comments are appreciated. Just don't rip me too bad, I'm still new at this. :P SOTN w/ Richter, WIP1 (Movie and Memcards in 1 7z.) Edit: Played a little more, throwing up a 2nd WIP. WIP2, at the door before the CD loading room leading to the Royal Chapel. SOTN w/ Richter, WIP2 (Movie and Memcards in 1 7z.)
Taking over the world, one game at a time. Currently TASing: Nothing
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