Joined: 8/24/2004
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Seppel here, reporting in that Iji works just fine in Hourglass. Sector 1: http://www.youtube.com/watch?v=Fpptk1pgFOc Problems: * For some reason, the AVI doesn't start recording until a few seconds into the run. * Savestating twice on the same frame crashes Iji. Notes so far: -Sector 1- * Non-forced dialogue can be skipped by pressing ESC on the first frame that I see the text. * No health upgrade obtained - need to take advantage of the checkpoint in sector 2 as fast as possible. * Upgrades are going to be tough to optimize. * Crack and wallclimb can be jump-canceled. * Iji stands still for 1 frame after each jump (it was the best way Daniel Remar could work the collision check, iirc), so jumps must be optimized. -Sector 2- * Grab the Resonace Detonator! * Upgrade to Crack 3! * Checkpoint abuse! * Get smacked around by Tasen Commanders! -Sector 3- * Maintain the truce? Tasen Commander between buildings disappears if truce is maintained. * Get the armor upgrade? * Need to determine how best to defeat Krotera: 1: Can Krotera's super-MPFB still damage himself in ver 1.6? If so, manipulate luck to have him do it ASAP. (~9 seconds plus 15 lines of unskippable dialogue) 2: Don't break the truce (~6 seconds plus 31(!) lines of unskippable dialogue) 3: Upgrade Tasen 3 / Assimilate 3 / Attack 4 (~8 seconds plus time spent upgrading, gathering ammunition, and gathering nano (may need to gather it anyway for sector 10's skip), plus 15 lines of unskippable dialogue) -Sector 4- [Minimum points: 6] * Reboot and get strength 6. * Take the beginning rocket in the face? -Sector 5- [Minimum points: 11] * Tasen 6 & Crack 5 for Spread Rockets skip. * Tasen 10 for MPFB skip. * Asha options: 1: Getting Tasen 10 + Crack 9 for Nuke seems very unreasonable. 2: Grab the Plasma Cannon in the Komato ship (requires extra reboots for level skip, can't do sector 6 MPFB skip, unlikely a viable option) 3: Shotgun! 4: Good timing with MPFB maybe? -Sector 6- * MPFB skip. * Many opportunities to take damage to go faster. Upgrade health? * Checkpoint abuse! -Sector 7- * Get the armor upgrade? * Checkpoint abuse! * MPFB/Nuke skip! * Proxima is going to be a headache! -Sector 8- * Must find fastest way to defeat elevator guards. * MPFB speeds. The rest of the level is fairly straightforward. -Sector 9- * Use shredders! * Assassin script skip! * MPFB speeds! * 2nd checkpoint abuse! * Iosa will be another headache. -Sector 10- [Minimum points: 30] * MPFB speeds! * Velocithor skip! * Tor should be straightforward (MPFB/Rockets/Reflector) and manipulate luck for attacks if necessary.
~Seppel
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What difficulty/moral path are you doing? Sorry if I missed that from your description, it's been a while since I last played this game. It's great though, I'm looking forward to more progress.
Warp wrote:
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Looks like he's doing normal or hard from the first video and the plan to get upgrades to stats other than health. As for morality, the shredders pretty much guarantee a few kills, IIRC...
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Seppel wrote:
For some reason, the AVI doesn't start recording until a few seconds into the run.
This doesn't happen for me. What was onscreen when the AVI save dialog popped up? Could it be a problem with the codec or post-processing? If you do "audio only" and "video only" separately, do they start at different times? Can I see your movie file to check whether it syncs?
Seppel wrote:
Savestating twice on the same frame crashes Iji.
This doesn't happen for me either. Can I see the crash log? (should be in hourglasslog.txt) Also, see if any of the following options help: - disable DirectSound creation (sound menu) - disable Pause Helper (runtime menu) - disable multithreading (radio button) - disable storing video memory or guarded memory in savestates (runtime > performance menu) I just remembered I'm using Iji 1.4. I should try 1.6.
Seppel wrote:
Crack and wallclimb can be jump-canceled.
Cracking and upgrading and teleporting and landing from a height can be jump-canceled. I tried the ledge climb jump cancel in 1.4 and it seems to barely exist (maybe saves 1 frame if used with TAS precision?), despite the game's author saying it does and attempting to use it in a real-time speedrun.
Seppel wrote:
Iji stands still for 1 frame after each jump (it was the best way Daniel Remar could work the collision check, iirc), so jumps must be optimized.
Maybe it's more complicated than that, since I tried doing a test run where I smashed all the overhead lights, and it seemed like I would sometimes lose a frame and sometimes not, or at least there was some amount of variance.
Joined: 8/24/2004
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moozooh wrote:
What difficulty/moral path are you doing? Sorry if I missed that from your description, it's been a while since I last played this game. It's great though, I'm looking forward to more progress.
I'm doing normal right now, though I'd prefer to do Ultimortal because of the forced Asha 2 fight (also added simplicity of the run), but that requires an ijisave.sav with Extreme completed, though. And at that point, why not turn on turbo mode as well? lol
nitsuja wrote:
Seppel wrote:
For some reason, the AVI doesn't start recording until a few seconds into the run.
This doesn't happen for me. What was onscreen when the AVI save dialog popped up? Could it be a problem with the codec or post-processing? If you do "audio only" and "video only" separately, do they start at different times? Can I see your movie file to check whether it syncs?
The regular Iji window appears at nearly the same time the AVI save dialog popped up (note that the small green loader box never appears when running Iji through Hourglass (and actually, Iji loads faster through Hourglass(!))). I'm running the game in windowed mode. I'm running Win7 64bit. Here's my movie file: here
nitsuja wrote:
Seppel wrote:
Savestating twice on the same frame crashes Iji.
This doesn't happen for me either. Can I see the crash log? (should be in hourglasslog.txt) Also, see if any of the following options help: - disable DirectSound creation (sound menu) - disable Pause Helper (runtime menu) - disable multithreading (radio button) - disable storing video memory or guarded memory in savestates (runtime > performance menu)
I disabled multithreading in my test run. I'll play around with the other options. Here's my hourglasslog.txt file: here
nitsuja wrote:
Seppel wrote:
Crack and wallclimb can be jump-canceled.
Cracking and upgrading and teleporting and landing from a height can be jump-canceled. I tried the ledge climb jump cancel in 1.4 and it seems to barely exist (maybe saves 1 frame if used with TAS precision?), despite the game's author saying it does and attempting to use it in a real-time speedrun.
When trying to do a real-time Ultimortal speedrun, I was bothered by the precision required to save frames for canceling wallclimb. Testing it now, I can see that it saves two frames.
nitsuja wrote:
Seppel wrote:
Iji stands still for 1 frame after each jump (it was the best way Daniel Remar could work the collision check, iirc), so jumps must be optimized.
Maybe it's more complicated than that, since I tried doing a test run where I smashed all the overhead lights, and it seemed like I would sometimes lose a frame and sometimes not, or at least there was some amount of variance.
[/quote] Oh yeah, his dev log speaks about ceiling issues as well: 14 Nov 2004 "Fixed Iji stopping momentarily while hitting ceiling when jumping." Apparently he didn't, haha.
~Seppel
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Seppel wrote:
I'm running the game in windowed mode.
I think it's better to run it in fullscreen mode, since otherwise encodes will be missing some graphical effects, and I can't think of any reason to use windowed mode (both options run inside a window in Hourglass) unless you're affected by some bug that prevents fullscreen mode from working. I tried hex-editing your movie to choose fullscreen mode at the beginning, and it didn't seem to change the sync at all: here's the movie file and here's an encode of it.
Seppel wrote:
I'm running Win7 64bit.
Considering how sensitive this game is to slight timing variations and how different your system is from mine (Windows XP), I was expecting your movie to desync miserably for me, but it managed to sync perfectly fine. Windows 7 64-bit apparently introduces a lot of extra instability to savestate loading compared to Windows XP (except perhaps if you have a certain lucky combination of drivers). So it doesn't surprise me that you're having some problems with savestates. But based on what I've seen the few chances I've had to run Hourglass on a Windows 7 computer, I'm optimistic that this is a fixable issue. (Basically, the "weak points" of savestates appear to be the components that interact with the (mainly video) hardware, but I could replace those components with a little high-level emulation to make the savestates more stable.)
Seppel wrote:
nitsuja wrote:
Maybe it's more complicated than that, since I tried doing a test run where I smashed all the overhead lights, and it seemed like I would sometimes lose a frame and sometimes not, or at least there was some amount of variance.
Oh yeah, his dev log speaks about ceiling issues as well: 14 Nov 2004 "Fixed Iji stopping momentarily while hitting ceiling when jumping." Apparently he didn't, haha.
Well, those probably aren't the same thing, since a ceiling lamp has quite different collision properties from a ceiling. Also, I thought I noticed a slight variance in the time lost by doing regular jumps depending on how long jump was held or something, including the jump that's used to cancel a wallclimb very slightly early. But maybe I'm not remembering that right.
Seppel wrote:
Here's my hourglasslog.txt file: here
I saw some "this should never happen" kind of printouts in that log, and I put in a fix for one of them, so could you try again in r51? I'm also seeing "FAILED TO LOAD THREAD" and "FAILED TO WRITE MEMORY REGION" errors, which would almost certainly cause the game to crash... I'm still looking into fixing those, but at least they're clear errors that I can detect easily rather than mysterious failures.
gia
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dont you have an extreme save? someone at sda or here should
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-Preface- Due to the complex upgrading system, an Iji speedrun must be entirely planned out from the beginning. Nano points, upgrade stations, items, and secret passages are scattered around each level in an act of genius-grade level design. I spent last night documenting all convenient nano locations, differentiating by "mandatory" nano that doesn't cost any frames to pick up, and "optional" nano that costs at least 1 frame to pick up. Not mentioned are incidental enemy deaths, which are very necessary for extra nano after sector 3. The two big nano barriers are (1) nuking Asha 1, and (2) skipping Asha 2. Nuking Asha 1 requires 17 points, and skipping Asha 2 requires 27 points. Putting extra points into Health can dramatically save time by taking damage. The goal now is to find the path of Nano collection that will lead to the fastest victory. Except for optimizing the bosses, everything else is child's play. INCOMING WALL OF TEXT ========================================== NANO REQUIREMENTS: +4 nano requirement per level (4, 8, 12, etc.) Level 1: 4 nano Level 2: 8 nano Level 3: 12 nano Level 4: 16 nano Level 5: 20 nano Level 6: 24 nano Level 7: 28 nano Level 8: 32 nano Level 9: 36 nano Level10: 40 nano Level11: 44 nano Level12: 48 nano Level13: 52 nano Level14: 56 nano Level15: 60 nano Level16: 64 nano Level17: 68 nano Level18: 72 nano Level19: 76 nano Level20: 80 nano Level21: 84 nano Level22: 88 nano Level23: 92 nano Level24: 96 nano Level25: 100 nano Level26: 104 nano Level27: 108 nano Level28: 112 nano Level29: 116 nano Level30: 120 nano Level31: 124 nano Level32: 128 nano Level33: 132 nano Level34: 136 nano Level35: 140 nano Level36: 144 nano Level37: 148 nano Level38: 152 nano Level39: 156 nano Level40: 160 nano SUPERCHARGES Each supercharge negates the need for the highest level nano required. So for example, the first supercharge for a minimum level of 30 saves us 120 nano. SECTOR 1: NO. Costs ~59 seconds SECTOR 2: NO. Too long and clever to even think about obtaining. SECTOR 3: MAYBE. Requires 9 points. Reboot required. Costs ~20 seconds. SECTOR 4: MAYBE. Costs ~15 seconds. SECTOR 5: MAYBE. Nuke Asha. Requires 19 points. Saves at least 1 second. SECTOR 6: MAYBE. Nuke the glass. Costs ~7 seconds. SECTOR 7: NO. Proxima? No. SECTOR 8: NO. The easter egg requires too much work including destroying two annihilators. No. SECTOR 9: NO. Takes ~50 seconds. SECTOR X: NO. The whole point of the speedrun is to NOT get this one. ========================================================== NANO GRABBING SECTOR 1 [01] Mandatory +8 on table [02] Optional +8 after warp, costs ~3 FRAMES [03] Optional +8 on bottom floor, costs ~3 FRAMES [04] Mandatory +8 at end TOTAL MANDATORY: 16 TOTAL OPTIONAL: 16 ------------------------------------------------- SECTOR 2 [01] Optional +16 near supercharge, costs ~1 second [02] Mandatory +16 at bottom of shaft [03] Optional +8 after warp, costs ~2 seconds [04] Mandatory +16 near Jump upgrade [05] Optional +8 after Jump upgrade, costs ~5 seconds [06] Mandatory +16 before crack door [07] Mandatory +12 after crack door [08] Optional +16 after crack door [09] Mandatory +16 at end TOTAL MANDATORY: 76 TOTAL OPTIONAL: 48 ------------------------------------------------- SECTOR 3 [01] Optional +8 at middle of beginning, costs ~1 second [02] Optional +16 at bottom of beginning, costs ~2 seconds [03] Optional +8 at right of beginning, costs ~2 seconds [04] Optional +18 at bottom right of beginning, costs ~2 seconds [05] Optional +16 after falling, costs ~20 FRAMES [06] Mandatory +8 after outside [07] Optional +32 near armor, costs 2 FRAMES [08] Mandatory +24 near warp [09] Optional +16 after warp, costs ~5 FRAMES [10] Optional +8 at Komato, costs ~1 second [11] Optional +8 at Komato, costs ~1 second [12] Mandatory +8 at Komato [13] Optional +16 at Komato, costs ~2 seconds [14] Optional SUPERCHARGE, costs ~20 seconds TOTAL MANDATORY: 40 TOTAL OPTIONAL: 146 COSTS 9 POINTS TO GET SECTOR 3 SUPERCHARGE (180 nano) ------------------------------------------------- SECTOR 4 [01] Mandatory +18 at beginning [02] Optional +8 in first area, costs ~10 FRAMES [03] Mandatory +48 before shredder [04] Optional +8 after kicking the strength 6 door, costs ~3 seconds [05] Mandatory +24 after kicking the strength 6 door [06] Mandatory +34 after powering up the reactor (+2 of that is from Tasen at end) TOTAL MANDATORY: 124 TOTAL OPTIONAL: 16 ------------------------------------------------- SECTOR 5 [01] Optional +?? at 1st conflict - don't rely on being able to manipulate luck here (but it's definitely possible!) [02] Optional +32 at top of shaft, costs ~1 second [03] Optional +?? at 2nd conflict - don't rely, etc. [04] Mandatory +48 in between conflicts [05] Optional +?? at 3rd conflict - don't rely, etc. [06] Optional +?? at 4th conflict (outside) - don't rely, etc. [07] Optional +?? at 5th conflict - don't rely, etc. [08] Optional +80 after MPFB skip, costs ~1.5 seconds TOTAL MANDATORY: 48 TOTAL OPTIONAL: 80 + ?? COSTS 17 POINTS TO NUKE ASHA (612 nano -132 from supercharges (~35 seconds) = 480 nano) (and 18 points to use crack 10 door in Sector 6) ------------------------------------------------- SECTOR 6 [01] Mandatory +48 before crack 10 door [02] Mandatory +8 on top path [03] Optional +8 on top path, costs ~20 FRAMES [04] Optional +8 on top path, costs ~4 seconds [05] Optional +16 on middle path, costs ~1 second [06] Optional +8 and supercharge, costs ~6 seconds [07] Optional +16 at bottom, costs ~20 FRAMES (also potential for nano from kills) TOTAL MANDATORY: 48 TOTAL OPTIONAL: 64 + ?? ------------------------------------------------- SECTOR 7 [01] Mandatory +16 in rocket passage [02] Mandatory +8 before armory [03] Optional +72 in armory, costs ~7 seconds [04] Mandatory +16 in Reaver Main Gate [05] Mandatory +16 in Reaver Main Gate Access [06] Mandatory +16 in Reaver Data Processing [07] Mandatory +16 in secret passage [08] Optional +16 in secret passage, costs ~20 FRAMES TOTAL MANDATORY: 88 TOTAL OPTIONAL: 88 ------------------------------------------------- SECTOR 8 [01] Mandatory +32 in first area [02] Optional +32 in first area, costs ~3 seconds [03] Mandatory +32 in second area [04] Optional +48 to +80 in gap between seconds and third area, costs ~15 seconds, extra depends on Annihilator defeating both Elites. [05] Mandatory +48 in third area [06] Optional +32 in upgrade area, costs ~6 seconds [07] Mandatory +80 in elevator room [08] Mandatory +32 in blast room [09] Optional +16 to +80 in blast room depending on what the enemies do, costs ~10 seconds [10] Mandatory +48 when about to enter the last annihilator room [11] Optional +32 when about to enter the last annihilator room, costs ~6 seconds [12] Optional +32 in the last annihilator room, depends on the annihilator [13] Mandarory +16 at the end [14] Optional +32 at the end, costs ~1 second TOTAL MANDATORY: 288 TOTAL OPTIONAL: 368 ------------------------------------------------- SECTOR 9 [01] Optional +16 at bottom before first elevator, costs ~4 seconds [02] Optional +32 left of assassin script, costs ~5 seconds [03] Optional +16 right of assassin script, costs ~5 FRAMES [04] Mandatory +16 at Bulkhead Lock C [05] Optional +16 at Bulkhead Lock C, costs ~20 FRAMES [06] Mandatory +32 left of Bulkhead Lock C [07] Mandatory +32 at Bulkhead Lock A [08] Mandatory +56 on the way to Bulkhead Lock B [09] Mandatory +64 around Bulkhead Lock D [10] Mandatory +32 before Bulkhead Doors [11] Mandatory +64 getting around elevators [12] Optional +16 if Komato Troopers die, costs 0 FRAMES [13] Mandatory +16 by console [14] Optional +48 by locked door, costs ~3 seconds [15] Mandatory +32 outside outpost TOTAL MANDATORY: 344 TOTAL OPTIONAL: 144 ------------------------------------------------- SECTOR X [01] Mandatory +16 in first bottom area [02] Optional +16 in first bottom area, costs ~2 FRAMES [03] Mandatory +32 after blasting the core [04] Optional +32 after blasting the core, costs ~1 second [05] Optional +48 before the gauntlet, costs ~5 seconds [06] Optional +96 in the restricted area, costs ~8 seconds TOTAL MANDATORY: 48 TOTAL OPTIONAL: 192 ------------------------------------------------- GAME TOTALS GAME TOTAL MANDATORY MINIMUM NANO (with fighting Asha 1): 1112 (+24 levels, +4 nano) -24 nano from a mistake above that I fixed EXTRA NANO REQUIRED TO NUKE ASHA AND CRACK SECTOR 6 DOOR: 240 MINIMUM TIME TO GET 240 EXTRA NANO: ~7.25 seconds, possibly ~3.25 with luck manipulation in sector 5. MINIMUM TIME TO DEFEAT ASHA 1 WITHOUT NUKE: At least 5 seconds with luck manipulation and kicking (turns out you can kick Asha 1). GAME TOTAL MANDATORY MINIMUM NANO (with nuking Asha 1): 1352 (+26 levels, +40 nano) -24 nano from a mistake above that I fixed GAME TOTAL OPTIONAL NANO: 1194 (Guess I won't be needing this after all) GAME TOTAL SUPERCHARGES: 4 (+4 levels) MINIMUM LEVEL: 27 (+9 crack, +9 tasen, +9 komato) PREFERRED LEVEL: 29 (+9 crack, +9 tasen, +9 komato, +2 health (to take damage to save time)) Amazingly, it may be faster to get optional nano than supercharges, and supercharge 6 isn't even necessary if nuking Asha. 104 optional nano can be collected in less than 2 additional seconds. At this time, I'm not sure what supercharges are worth it, but I'm 95% certain that nuking Asha is the fastest solution.
~Seppel
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Posts: 29
Duh, I just realized that I didn't count the supercharge point towards the total needed to crack the sector 6 door. Nuking Asha is now completely the fastest solution. Now to find out if cracking the sector 6 door is the fastest solution. There's a lot of solutions to sector 6, and it's my personal favorite sector!
~Seppel
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Posts: 57
So, got some tips for you, having just finished recording a test run for Iji through the Pacifist route: http://www.youtube.com/watch?v=pNYWXWA_Vl8&feature=related Sector 3: If you keep the truce up, you can actually skip the dialogue in the cutscene afterwards right after Vateilika kills Krotera. Aka, most of the scene. Sector 4: Also, if you keep the truce up, no reboot needed, as you won't have thrown the points into Attack/Tasen/Assimilate. Sector 9/X: You might look into grabbing Ansaksie here(and by extension, the Massacre in Sector X), but it's a long shot. If you do, the idea is to manipulate Ansaksie into spamming her Massacre on Iosa, as it's by far the fastest way to end the fight. She's unlocked by getting the supercharge in Deep Sector(and subsequently killing yourself to warp back to the Tasen base). The Massacre speeds up Tor dramatically(about 2.5 waves versus 6), but requires 0 kills up until that point, meaning you need to grab Ansaksie(which as mentioned, takes a good 30 seconds minus what she saves in the Iosa fight).
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Just a thought for both of you: at the end of sector 6, rather than activating and using the teleporter, could you somehow blast the final beserker up onto the ledge to his left (either with explosives or a kick + resonance detonator shot), then head right to the shredder, turn and fire a devastator shot at the beserker, enter the shredder, drive left, jump out, get hit in midair by the shot when the beserker reflects it, and get blasted up through the gap in the ceiling above to the teleporter exit? I'd test it myself, but I can't seem to get hourglass to work with this game.
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As I mentioned on SDA, that's a bit ridiculous to pull off realtime, so I'll through my thoughts over here: Rather, try and use the Trooper on the left side of the room to shoot you up there. It seems like it would be easier than blasting the Berserker up there and getting a good manipulation on her shot time.
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The reason I suggested the beserker is that I doubt a splintergun hit would give you enough height, while the devastator definitely would - with the reflected devastator shot, whether the trick is possible basically comes down to whether you have enough time to get far enough to the left before the shot gets reflected.
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nitsuja wrote:
Well, those probably aren't the same thing, since a ceiling lamp has quite different collision properties from a ceiling. Also, I thought I noticed a slight variance in the time lost by doing regular jumps depending on how long jump was held or something, including the jump that's used to cancel a wallclimb very slightly early. But maybe I'm not remembering that right.
I noticed this too, some small jumps would not waste a frame randomly. I also got the impression that I lost a frame whenever Iji fell from too high (i.e. just one box's worth of height was not enough to lose a frame, but more than that, yes). I'd bet it's the vertical speed that does it: have too much of it when you hit the ground, and you lose a frame.
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Here is a speedrun by LLCoolDave from AGDQ 2012, on Normal difficulty, for reference. Link to video Also, someone should really TAS this. Just saying.
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Yearly reminder that this still needs a TAS and that it (all of Remar's games) TASes fine in Hourglass.
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
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Patashu wrote:
Yearly reminder that this still needs a TAS and that it (all of Remar's games) TASes fine in Hourglass.
I will take this on as my next project
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sack_bot wrote:
Patashu wrote:
Yearly reminder that this still needs a TAS and that it (all of Remar's games) TASes fine in Hourglass.
I will take this on as my next project
Cool :) There's no shortage of speedruns and routes and information to look at, you should have everything you need. Will you do easiest or hardest difficulty?
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Patashu wrote:
sack_bot wrote:
Patashu wrote:
Yearly reminder that this still needs a TAS and that it (all of Remar's games) TASes fine in Hourglass.
I will take this on as my next project
Cool :) There's no shortage of speedruns and routes and information to look at, you should have everything you need. Will you do easiest or hardest difficulty?
Hardest. TASing tradition
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Ultimortal difficulty comes with some odd restrictions on what you can do -- specifically, you can only upgrade your health, so you're stuck using the reflector for most fights (lacking the upgrades needed to make/use the more advanced weapons). I guess in an ideal world we'd see a pacifist Ultimortal run and an any% Extreme run, but beggars can't be choosers. :)
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Derakon wrote:
Ultimortal difficulty comes with some odd restrictions on what you can do -- specifically, you can only upgrade your health, so you're stuck using the reflector for most fights (lacking the upgrades needed to make/use the more advanced weapons). I guess in an ideal world we'd see a pacifist Ultimortal run and an any% Extreme run, but beggars can't be choosers. :)
Ultimortal any% ? Would that be the vaultible category, or would any% Extreme be the vault category?
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Pretty much any TAS of Iji would be Moon material, so I wouldn't worry about that.
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Patashu wrote:
Pretty much any TAS of Iji would be Moon material, so I wouldn't worry about that.
Any% extreme it is
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I'm going to try to start tomorrow. Anything more I should know first?
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Nothing comes to mind except for general-knowledge stuff like the respec command, skipping the Asha fight (may or may not be faster), etc. The creator ("Ultimortal" on YouTube) has some speedruns he's published that are probably worth watching, especially since they're annotated.
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