FSW stands for File Select Warping showed by ZX497 on page 12 of the topic. You can actually go back to the beginning of the game with this glitch, too.
I found out that the gate to Death won't be opened even if you get to the upper platform when there is water in the room. Such a devious sequence break prevention. :(
Link to video
Tried the zip that would allow you to explore every square in Double Pack. Invincibility against enemies is the same but rooms are loaded normally. Like how it works in the video I posted earlier, the control freezes after you get too far in ether direction.
Interestingly, after you reach certain rooms, Juste moves toward a certain direction by himself before he stops.
Just to clarify, this is done on a save file where the entrance to the center of Castle A has been unlocked already. I wonder if the long dive unlocks the entrance to the center in both castles or just in Castle B.
If you mean the video from Nicovideo, it's not mine. The author is gstick. I'm just posting it here.
This video is abusing the wrong warps that are used in most HoD TASes. Many of the wrong warps allow you to get into another castle without using warp rooms.
Basically, while we (the player) see things as two separate castles, the game stores things smashed together into one giant map. When you leave via the intended exits, the game knows where to put you. But when you leave via unintended routes, the game moves you to areas that are stored in memory next to where you currently are, thus allowing you to often warp between the castles.
If you've ever heard how Zelda 1's dungeon maps are stored, this is basically the same thing.
Joined: 2/1/2011
Posts: 83
Location: Guangdong, China
Link to video
I made a video to show the possible improvements of the all furniture run.
As I have mentioned in prior post, Giant Bat can be avoided, saving around 45s. Maybe I can improve the whole run by 2 minites.
Current projects:
Castlevania - Order of Ecclesia (NDS)
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I tried my hand at "improving" Maxim any% using BizHawk, but was unable to finish for two reasons. One reason being that I'm losing frames everywhere, and I'm not sure if it has to do with more accurate emulation or if I'm actually doing something wrong. I know for a fact that loading times are longer, but I'm talking about gameplay: I had to come up with slightly different strategies in a few rooms to get the same warps as in the published run. Second reason being that I'm not entirely sure how to manipulate the crits I need to kill Drac, so the file stops as I enter his chamber. Could someone more knowledgeable with the game help me out?
I'm using gstick's verification file from his Maxim all bosses publication.
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Splendid improvements. I'm looking forward to the completion.
BTW, I discovered a further improvement at Clock Tower. You can stick into the wall directly. I hope this will help you.
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Actually, I reproduced Yuzuhara's run on BizHawk before I started my all bosses run. Is that useful? BTW, Dracula Wraith's movement depends on Maxim's Y subpixel. If you use same Y subpixel and random number, you should be able to obtain the same result of the current run.
Hello, I speedrun this game so I know a little bit about it.
I made a few good routes for RTA already. With routing it's important to not get carried away with inconsistent and difficult zips in the walls. There's always some more time that can be saved with going for harder zips so it's a balance of picking the hardest ones that are practical to all go well in a single run.
The current best time is here:
Link to video
I also have an idea for another route that can save ~1-2 minutes. It makes use of beating Death early and using the Griffin wing to go through ceilings. The way I use to get to Death is to jump up in the OoB next to Minotaur as if you were going to get the water physics, but then hold right on the screen transition, which warps you to Death for some reason. I haven't run it yet since it's harder and different enough that it will take a lot of practice.
Here's a sketch of it that I posted on sda before:
I tested this before and it unlocks both. Depending on slightly different times that you divekick, it can also unlock one and not the other, but I forget exactly which one.
A possible TAS improvement:the current TAS for Juste waits to defeat Shadow before save-warping. According to my video above, Maxim's Ring is activated as soon as you enter the room with Shadow so you shouldn't have to defeat him. Instead you can launch into the left wall to exit the room and then save-warp. This should save about 15 seconds.
That method is actually used in this TAS by hellagels:http://www.nicovideo.jp/watch/sm28017171
However, running away from Shadow doesn't clear the flag that makes you unable to save because the game still thinks you are in a boss fight. This TAS does it only because it's a "Lowest Kills" run. Unless there is a way to warp to the room before the Maxim's Ring cutscene from Clock Tower, fighting Shadow would be faster.
Oh, so the only reason I could save-warp after that was because I killed Devil. I guess that means that it still might be faster if you could warp to another boss from Shadow that doesn't take so long to beat, but that seems unlikely.
Thanks to this, I think I found the general case of how launches work. I was going to make a video about it, but it got kind of long and it might take a while to finish, so I'll just post the basic points now.
1- You can ceiling-launch like this from from any ceiling that you can reach with a double jump. You have to move forward in air while you're close enough to the ceiling and release. Then while you're slowing down, Juste should enter his "fall-state" by either reaching the top of the jump or hitting the ceiling--his sprite should change here. Then when in this fall-state before his speed decelerates to 0, you have to do the griffin wing super jump backwards so that you bounce off the ceiling, and then whip or throw subweapons to accelerate.
2- You can launch out of a super jump that doesn't hit the ceiling. Just do the move forward and slow down as with a launch off a ledge, and super jump backwards from it instead of dashing. Then you can whip or throw subweapons to accelerate at the end of that super jump.
3- The general case of a launch is basically: (1)Decelerate (2)Lock the direction that the game applies acceleration to (3)Change the direction of your speed. Then so long as you're in the air, the game continues not updating the direction of your acceleration, and you don't ever hit 0 horizontal speed, you'll be accelerated indefinitely in your new direction by the magnitude of whatever your deceleration was when you initially direction-locked.
You can usually tell you're direction-locked if you can't move backwards. You're direction-locked after you start falling from a full jump, during and after whips and subweapons, during a super jump, after bouncing off the ceiling with a super jump, after going off a ledge, during special landing that usually happens from a hop, during divekicking and after it for 1 frame, during dashing, and others. It doesn't direction-lock when falling from a hop, and there's some weird things with 1 dash direction-locking but 2 dashes together not direction-locking.
You can use this as a guide for when you can and can't launch. Using landing deceleration and dashes in new ways all work about as expected. Another result is that you can chain many launches together by super jumping.
Joined: 2/1/2011
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Location: Guangdong, China
I found that it is almost impossible to do the new accelerating glitch in real-time, if the double-jump relic is on. Turning off double jump will make the glitch much easier. Maybe this will help you.
Current projects:
Castlevania - Order of Ecclesia (NDS)
The reason for that is you have to super jump before you slow down to 0 speed and not having to press A again makes it easier to do in that time window. In most cases though it's better to do the accelerating glitch by super jumping from the ground or from the air without a subweapon.
I already mentioned how to do it from the air, and the basic way to do it from the ground would be to use these inputs:
0: Down
1: Right
2: Right
3: Up
4: Left + A
5: none
6: B
Doing it from the ground also takes the ground deceleration instead of the air deceleration as it does with subweapons, so it's faster. Anyway, it'll be easier for me to explain this stuff when I finish that video.
Joined: 2/1/2011
Posts: 83
Location: Guangdong, China
Link to video
Testrun for the route after getting moon gravity. The route looks good and it is approximately 2 minutes and 40 seconds faster than the current run, still I have to test some other routes.
I will not get Soul Orb in the run. All published Juste TASes waste time collecting it just to display the damage taken by enemies, it is not so reasonable for me.
Current projects:
Castlevania - Order of Ecclesia (NDS)
Joined: 2/1/2011
Posts: 83
Location: Guangdong, China
Finally, the route for all furniture run is determined. The final route is approximately 20s faster than the one showed in the prior post. It is proved that getting Crushing Stone is faster, with a new way of getting it.
Current projects:
Castlevania - Order of Ecclesia (NDS)