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Sir_VG
He/Him
Player (40)
Joined: 10/9/2004
Posts: 1913
Location: Floating Tower
This is like the Maxim run, only it's beyond the ridiculous level. It might be a bit more entertaining to have a Lv 1 run, but at Lv 255, it's kinda dull. Are we watching Order of Ecclesia, or Superman?
Taking over the world, one game at a time. Currently TASing: Nothing
Experienced player (961)
Joined: 12/3/2008
Posts: 939
Location: Castle Keep
The movie was pretty cool, i mean, kinda amazing how fast you can move, but i have to agree with others, why lvl255 ??? Is it for MP you used it ? I think as well a lvl1 run in hard mode could be more entertaining.
Tub
Joined: 6/25/2005
Posts: 1377
Technically impressive, but the warping got boring after a while. I enjoyed the boss-rush videos more - they feature over-the-top boss-slaughtering, but lose the uneventful stuff in between.
m00
Joined: 5/9/2008
Posts: 35
Location: USA
Having played through the game recently, I enjoyed it a lot. Agree with Sir VG though that the character was ridiculously overleveled. The MP limitation of a lower level would break up the constant warping and be much more impressive from a resource management stand point.
Joined: 5/2/2008
Posts: 65
Fladdermus wrote:
I've made a Albus NG+ testrun that beats the game in just about 12 minutes. Since it's just a testrun there's a few minor mistakes and Action Replay was used, but only to get to lvl 255 everything else was legit (like getting max HP/MP ups) Part 1: http://www.youtube.com/watch?v=NJb0GGFquBk Part 2: http://www.youtube.com/watch?v=5DTXlUOuq7M Sorry about bad quality I'm not very good at encoding.
Thanks for that. Would definitely like to see an optimized version. What's the final ingame time?
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Sounds interesting, I'll watch the Albus NG+ run later. By the way, there is a test run of Albus NG (not my work). http://dic.nicovideo.jp/v/sm9817697 http://dic.nicovideo.jp/v/sm10025620 http://dic.nicovideo.jp/v/sm10364437 I'm not sure if he's still working on this game.
I am usually available on Discord server or Twitter.
Post subject: Kick cancel
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I've forgotten to paste this minor trick for a long time. http://youtu.be/3P9E59_6Hgk This probably can be used with all DS Castlevania games.
I am usually available on Discord server or Twitter.
Joined: 3/11/2008
Posts: 583
Location: USA
gocha wrote:
FreezerBurns wrote:
Also, would getting the Mercury Boots speed it up any?
AFAIK, The effect of Mercury Boots is applied to walk only. It doesn't change the speed of backdash, Rapidus, dive kick, etc. I doubt whether it saves time. Anyway, thank you for your advice.
OTOH, moonwalkers do speed backdash. Unfortunately they are far too out of the way to be useful. Just curious- for cancelling backdashes, how does jumping like in that WIP compare to using glyphs (Magnes and Confodere being best for this, I think?)
Post subject: Slash Maneater's feelers before it appears
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
Link to video You can slash Maneater's feelers before they appear. I used Nitesco sword in the video, but Secare works as well. Falcis cannot do this without double jump, I do not know why. This trick works in both normal game and boss rush mode.
I am usually available on Discord server or Twitter.
Joined: 7/3/2011
Posts: 9
Location: Rio de Janeiro
I'm new to forum and wanted to have the ability to create a video of good taste. unfortunately I can not do because when I create a ... An error occurs in a room that emirge dochão zombies. Always arises "a" where before, the video did not arise. They gave me the hint to use ramwathc but ... I have no idea how to use, already downloaded videos and nothing. I can only wait to see the result of you. A review of a video that would be amazing: Complete all levels in the way Boss Rush Mode. Sorry if I can not help them, my business is just to play it (laughter) NOTE: Do not speak the English language, use a translator to write to you. If you can not understand right, make a topic in the area whose language is Portuguese so I can explain it better.
Warrior of Hell
CJ
Joined: 9/16/2013
Posts: 15
Location: Las Vegas, NV
This game is at the top of my wishlist. I think maybe what would make a run of the game so interesting is if it were the only run to work on normal and hard mode cause really, they're basically done the same way.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Anyone seen this glitch? http://www.twitch.tv/lefrozer/c/6010262
exassasinx
They/Them
Joined: 6/21/2015
Posts: 2
how do you backdash with invincibility
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
Link to video Finally TAS that showcase this glitch in Boss Rush. If there is a way to get out of Blackmore's room without the wing glyph, it will be a major shortcut in a new game + run.
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
Link to video I can't read Japanese so I don't know what happened during the crab fight. Edit: Link to video I guess it has to do with that fire glyph? I wonder if it works in other boss rooms as well.
Editor, Expert player (2098)
Joined: 8/25/2013
Posts: 1200
Oh, wow. That looks like a gigantic find. Definitely work looking into!
effort on the first draft means less effort on any draft thereafter - some loser
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
Apparently the glyph used in that video is Ignis. I tried the oddity with the save file linked in description of that video on Nico. Link to video I haven't been able to reproduce the early Crab kill without using the input file from Nicovideo, but it seems that the glitch has to do with the phase of this horizontal room. Depending on the time Shanoa enters the room, the glitch either makes certain platform disappears or makes the door on the right appears early. In the input file from Nicovideo, pressing down at right time after entering the room at right time is all you need to make the game think you activated the elevator. AFAIK, pressing down right after pressing L button is the easiest way to trigger the elevator after entering the room at certain frame. That being said, this phenomenon happens because the flame sprites left on the screen before you enter the horizontal room make the game confused about the phase of the room. I thought this glitch have to do with coordinates corruption and can be useful in other places at first so this result is a little disappointing, but this is unarguably a very useful glitch. I also tried this glitch at the beginning of the Boss Rush Course 2. I wasn't able to enter the portal after defeating the first boss so the flame sprites do affect other rooms as well, after all.
gocha
Any
Emulator Coder, Former player
Joined: 6/21/2006
Posts: 401
Location: Japan, Nagoya
I do not fully understand the mechanism of the Ignis glitch, but I confirmed some backgrounds of the glitch.
  1. Ignis glyph shoots fireball sprites
  2. Shanoa goes into the boss room, an invisible sprite for the elevator will be generated at the regular position
  3. However, the elevator sprite will get zero-cleared (i.e. disappearing) only a few frames later
  4. Alternatively, dust sprites will allow Shanoa to use the elevator
In most cases (as far as I've tested), the elevator sprite will be located at 02113fe0-0211413f. The hitbox is at 021140b0-021140b7 (signed 16bit integers; x = 0x80, y = 0x80, width = 0x80, height = 0x20). Sometimes the sprite address might be at 02114140-0211429f or so. In conclusion, Ignis can eliminate some sprites (in other rooms too). Putting other sprites (Globus for example) before shooting fireballs could change which sprites will be eliminated. I'm not sure if any other glyphs can do the same thing, and other good applications of the glitch.
I am usually available on Discord server or Twitter.
Fortranm
He/Him
Editor, Experienced player (878)
Joined: 10/19/2013
Posts: 1121
Do you know if boss room doors are considered sprites or part of the map?
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
gocha, have you tested the Ignis glitch on the sand fish boss (GRavedorcus)? When romscout does it, it causes weird visual glitches on the sand floor and tons of lag. Another interesting one is in Barlowe. It causes a background object to appear, and the cutscene after the boss fight ends doesn't play properly (screen remains black until you leave the area).
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
Editor, Expert player (2073)
Joined: 6/15/2005
Posts: 3282
Translation of the description in the video, which I already posted over there. ---- 悪魔城ドラキュラ 奪われた刻印 蟹瞬殺バグ イグニスのグリフの炎が画面に残す場合、ボス部屋に進入の時が發生。 適当にアクションの後エレベーター召喚。 失敗の可能性がある。上の足場消えるとか、出口の門誤表示とかの可能性もある。条件は不明。 グリフの入手方法はフレイムデーモンしかないからTAS使用は二周目限定? replay: https://drive.google.com/open?id=0B3FG6Qj-CuE9cE8wbG1hQi1pQjg 採用ありがとう→ sm30147789 Castlevania: Order of Ecclesia Crab instant kill glitch Caused by leaving flames from Ignis Glyph on the screen before entering boss room. Normally it is supposed to summon the elevator. There is a chance for failure. Such as the upper platform disappearing, or the exit door glitching. Unclear how it is caused. Since Glyph can only be obtained from Fire Demon, use in TAS is limited only to second round? Replay file: https://drive.google.com/open?id=0B3FG6Qj-CuE9cE8wbG1hQi1pQjg Thanks for using -> sm30147789
SusiKette
He/Him
Joined: 6/11/2017
Posts: 6
Location: Finland
As far as the Ignis glitch goes, what I've tested, the NTSC version crashes when the elevator hits the bottom of the Lighthouse (not sure if running it on Pal 3ds has something to do with it). It should also be assumed that the glitch can do more than just delete some sprites (such as the elevator). I've been able to erase the Luminatio glyph at the top of the light house, delete parts of teleporters (although they still work) and remove some foreground layers and cause graphical glitches when moving around. As for the Gravedorcus boss room. When I try it, the pillars that come out of the sand follow the boss sprite (although their hitboxes are where they should be). I guess the glitch varies between different versions of the game.
HHS
Active player (286)
Joined: 10/8/2006
Posts: 356
Erm… what the hell is a PAL 3DS? I thought the 3DS was a handheld...
Experienced player (690)
Joined: 11/23/2013
Posts: 2233
Location: Guatemala
HHS wrote:
Erm… what the hell is a PAL 3DS? I thought the 3DS was a handheld...
For some reason, the 3ds is NOT region free, so you can't play Japanese games for example... even though you can play regular ds games on any 3ds.... yeah it's pretty weird.
Here, my YouTube channel: http://www.youtube.com/user/dekutony
SusiKette
He/Him
Joined: 6/11/2017
Posts: 6
Location: Finland
HHS wrote:
Erm… what the hell is a PAL 3DS? I thought the 3DS was a handheld...
PAL is used to represent the European region in games and consoles, just like NTSC is used to represent America and NTSC-J is used to represent Japan. Not sure where the names come from. Just like most consoles, 3DS is also region locked for it's own games at least. Regular DS games are not region locked for 3DS, but are for DS.
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