Joined: 2/3/2017
Posts: 7
No problem, i'm going to try to work some more on this game tonight and will report back tomorrow if i find something more interesting
Joined: 2/3/2017
Posts: 7
So yesterday i was mainly looking for flags in the game so it would be easier to locate glitches and exploits and these are my findings. Flags: Shield - Only found the First Shield flag not for the second with a gem Knife - Enable or disable Axe - Enable or disable Sword - Enable or disable Feet - Enable or disable (Not tested if the jump works) Gloves - Enable or disable (Not tested to pull the ship in at the first dungeon) Armor - Enable or disable Main gate - if this flag is set to 1 before the gate is suposed to be open the animation plays and there wont be a trigger zone to the outside, you can just run outside the map and die. Main gate animation skip/trigger zone - setting this flag to one will tell the game that the animation of the doors opening have already played and this also put the trigger zone there, though the trigger will softlock and you have to restart the game. (My thoughts on this is that there is a third or forth trigger to enable it fully, i'm gonna keep looking for that tonight) Gates (outside) - This one i'm really exited about because as you maybe can guess by the name this flag sets the gates outside if they are open or closed. This flag range from 0-5 0 = no gates open 5 = all gates open The this with this flag is that if you say have the flag set to 1(You just finished dungeon 1 and go outside) and poke the value to 5 this will skip gate 2, 3 and 4 and only open gate 5. This will skip all dungeons and dark knights and enable you to go directly to Bad Custard's foxhole but the downside is that my guess that the foxholes also have individual triggers/flags and i have not yet found them. I think that's all of them and i will post them in more detail as i am at work at the moment and cant look them up right now.
Joined: 2/3/2017
Posts: 7
Here are all the values as promised Shield visual/trigger: 016051 - byte Unsigned also related to shield?: 016002 - byte Unsigned ------------------------------------------------------------ Knife: 016057 - byte Unsigned Crossbow: 016059 - byte Unsigned Axe: 016058 - byte Unsigned Sword: 016053 - byte Unsigned ------------------------------------------------------------ Gloves: 016054 - byte Unsigned Armor: 016052 - byte Unsigned Feet: 016055 - byte Unsigned ------------------------------------------------------------ gates: 016082 - byte Unsigned Main gate: 01607E - byte Unsigned Main gate animation/Trigger zone: 016084 - byte Unsigned
Joined: 9/12/2014
Posts: 540
Location: Waterford, MI
Since nobody has bothered to try a tas of this, I've decided to do it myself. https://tasvideos.org/UserFiles/Info/638255072197318743 I'll upload a youtube encode in the morning. Encode: Link to video
oxysoft
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Joined: 9/27/2015
Posts: 48
I'm afraid this looks more like a segmented run than a TAS. The movement is poorly optimized, and half of the rooms you did we can completely skip with wall clips and upwarps. None of the tricks we discovered have been used! Personally I haven't abandoned this project, it's just on the backburner and probably won't get done until much later in my life. But if someone is ever serious about TASing it, get in contact with me and I will let you know my current route.
radicoon
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Joined: 8/21/2023
Posts: 2
Location: US
Just wanted to say thank you for all the work you've done here! I integrated a lot of these strats into a single-segment speedrun and it's pending approval on SRC.
oxysoft
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Joined: 9/27/2015
Posts: 48
It's an honor! I clearly remember the day I got the first upwarp in the practice room, it was pretty surreal to have discovered something huge. I looked at your run and it was well played! I think it can go as low as 56-57. I'll let you know what I think is RTA viable: it's just about everything. Back in my days I used to practice RTA too and I skipped the entire practice room and fight against drill sergeant by upwarping with the statue, I had a consistent camera/positioning setup to make it into loading around 75-80% of the time, charging and turning forward in blind darkness. I'll let you in on a little secret, if you go into first person view and look down you can see the stage below and use that as a reference for your setups. There is also an input glitch you can use to move during the test boxes at the beginning of the tutorial platforming course, I believe you hold triangle or start and it'll let you move. The Snuff oob kill is pretty easy, I remember there was a consistent setup in how you walk through the room and approach the corner so that Snuff gives you a guaranteed upwarp. Doing the elevator requires skillful movement. Also do not trash talk the the tank controls, everybody does this and it hurts your potential. You have to look at it as a methodical style of movement that requires precisely timed turning, charging, and sidestepping in alternation. I could precisely skirt along the edge with the perfect angle and get elevator easily every time. I had a good laugh in that one room during the 2nd dungeon with two monsters and you're supposed to upwarp but it just never does. I remember that room perfectly well, I had devised a movement setup for this as well just like Snuff so the mob always come at the perfect angle to get a consistent upwarp. In fact most of the rooms in the game where you have to upwarp you should always be thinking about your movement prior to lead the monsters in at the best angle. Where I always got destroyed is well the final dungeon. The arrow shooting section and unending rooms with difficult upwarps and annoying enemies ended all my runs. I like your idea of changing the route early in Snuff to grab the key to skip a room later, that's a good idea. All the key types in this game are reused across dungeons so we should definitely consider every option. In the training room in the beginning which I skip, you can actually get infinite cherry keys I believe, but you had to skip a section with some insane wall platforming. There are a couple more rooms in Snuff that I'm able to easily skip by upwarp, I believe you could save a green apple key it was. Also in the first dungeon the cannonball room, I can't remember what it was but the cycles are always the same and IIRC there's a consistent input timing trick you can do to make it go perfect every time, just like the flames at the start of Snuff. I recommend continuing to run the game if you like it. It's a rewarding run for sure, there are a lot of tiny details to optimize and I'm certain new glitches waiting to be found. A couple years after all these finds I went into it and randomly I was playing around in the first world.. you know the entrance to the first dungeon, there is a dark mountain/island area with a lighthouse you gotta enter. I was bumping into the scenery and found a way to upwarp on top of the lighthouse by just running in side of it. I wouldn't be surprised if we were only still scratching the tip of the iceberg, potentially there are mindblowingly precise damage boost angle that let you clip into perfectly flat walls or upwarp with small enemies.
radicoon
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Joined: 8/21/2023
Posts: 2
Location: US
I appreciate the thorough response! I will say I'm a bit like an 80% speedrunner; I love learning the runs to be able to help bolster the community and provide help and resources, but I definitely don't have the time or patience to grind a game to 100%. I was able to get it down to 59:03 for now, there's definitely more room to go, might leave it for someone else to do. We'll see! I tried practicing the statue upwarp for the training section, but I could never get it to work. I did know about the FPS view, that was my first try for the first collectable in the 3rd dungeon, but blind timing it ended up being fairly consistent. I actually have a lot of trouble getting Snuff's quick kill! And as you suspected it's the door lowering that's the hard part, the upwarp is trivial. And yep, the setups for enemy movement generally aren't too bad, but I assume my setups just aren't precise enough. They are getting better though. Weird story, but as I was trying to test out key routing, it seems that the green key in Dungeon 2 doesn't persist? No matter how many times I grabbed it and skipped that door, it wouldn't be in my inventory at the conclusion of the dungeon. Dunno why, but that's why I stopped going for it. I may run it more to keep it fresh and see how far I can take it, but I generally find my attention span for this sort of thing unfortunately doesn't stick. At the very least I'm happy to have pushed it forward a little bit and hopefully future runners will fare better than me. I also included the TAS guide on the speedrun.com page, so hopefully it'll be easier to find these resources in the future. Thanks again =)