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Joined: 6/21/2014
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Thanks for that, it's good to know these things. By the way, I just realised you don't have any sand going into the king fight, so the small skip I had in mind isn't actually relevant. Sorry!
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solarplex wrote:
Edit: Alright I tested to see if the cancel glitch works on Dolphin and it doesn't :-\ So I guess the emulator doesnt emulate it yet.. So now onto working on seeing if i can get higher on the palm tree. that palm tree angle is the worst to figure out lol.
Huh. How does that work? Have you tried reporting the bug to dolphin bug tracker?
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jlun2 wrote:
solarplex wrote:
Edit: Alright I tested to see if the cancel glitch works on Dolphin and it doesn't :-\ So I guess the emulator doesnt emulate it yet.. So now onto working on seeing if i can get higher on the palm tree. that palm tree angle is the worst to figure out lol.
Huh. How does that work? Have you tried reporting the bug to dolphin bug tracker?
Im using 4.0.2-avsync, it could very well be fixed in a newer revision but the reason i went with latest stable is because when i tried a new revision, prince doesnt have collision with the floor.. Im too lazy to go through the process of reporting bugs on dolphin, id figure they have bigger issues to solve than one game.
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solarplex wrote:
jlun2 wrote:
solarplex wrote:
Edit: Alright I tested to see if the cancel glitch works on Dolphin and it doesn't :-\ So I guess the emulator doesnt emulate it yet.. So now onto working on seeing if i can get higher on the palm tree. that palm tree angle is the worst to figure out lol.
Huh. How does that work? Have you tried reporting the bug to dolphin bug tracker?
Im using 4.0.2-avsync, it could very well be fixed in a newer revision but the reason i went with latest stable is because when i tried a new revision, prince doesnt have collision with the floor.. Im too lazy to go through the process of reporting bugs on dolphin, id figure they have bigger issues to solve than one game.
Dolphin doesn't fix games, they trace the underlying problem and fix that. The prince not having a collision detection with the floor could be a big issue overall, just not big in this specific game. So do test the latest Git build and report the error if it's still there.
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Will do. Just got home from long day in the cold weather, so ill test that out and then get back into manipulating this king fight. Also, could the roll cancel glitch be pc only? Or asco are you doing it on gamecube? edit: Tested out Prince of Persia with newest revision, you do start falling as soon as the game starts, unable to be played. If someone else wants to do the bug report, go for it cause im not interested in doing it.
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Yes I was going to mention that the glitch may be PC only. I think that's the most likely explanation.
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solarplex wrote:
edit: Tested out Prince of Persia with newest revision, you do start falling as soon as the game starts, unable to be played. If someone else wants to do the bug report, go for it cause im not interested in doing it.
You're currently the one that can answer potential questions the best. None of my current computers can run Dolphin. (One is XP, one is Vista 32bit)
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Why can't those run dolphin? Should work... just really really slowly.
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Slowking wrote:
Why can't those run dolphin? Should work... just really really slowly.
It's only 64 bit now.
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Patashu wrote:
Slowking wrote:
Why can't those run dolphin? Should work... just really really slowly.
It's only 64 bit now.
Yeah, and XP support is dropped.
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Link to video Almost all double kills, takes time to set up the double kill torpedo, but still faster than previous WIP by over a second.
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After the king's fight and skipping saving, I have to let the other cutscene play through where they are still talking in the area they were fighting the king. It seems like every segmented speedrun exits out, saves, and starts back up after the cutscene. Sadly I can't change my run to use a memory card now that I have started without one. Hopefully that's not too traumatizing.
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As long as there's no differences between you and RTA runners because you don't have a memory card to save on, it should be fine. (After all, Super Metroid TASes have to watch the intro!)
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Link to video Here's after the king's fight. Still need to taste if wallrunning in series is going to be better than running in the very beginning. Running,Rolling,Jumping is faster by 20 frames than wall running across the two roofs. Was able to recreate the rewind glitch (I believe it's PC only), GameCube's ledge is higher than PC though so you still fall to your death. Falling from the bars and hitting the ground is faster than falling and rolling.
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What if you turn around on the pole before dropping and rolling? Or is the turn-around too slow? (Pretty sure it is, but gotta ask just in case)
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Warepire wrote:
What if you turn around on the pole before dropping and rolling? Or is the turn-around too slow? (Pretty sure it is, but gotta ask just in case)
Yeah that would be slower, you would have to come to more of a stop on the bars than it tales to turn around on foot
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So the next part is going to be the Warehouse ( Hopefully Asco sees this before I get too far ahead and he sees something I need to fix :P ) Link to video Link to video So I was thinking of doing what Asco shows in the first video and possibly using the vertical rewind trick to hit the switch to open the door. First, I am unsure if I can even get that high, second I am unsure if it would be impossible to continue after(possible load trigger and such). I still need to watch the speedruns a little bit further ahead to see if sands are needed anywhere after right away(in the event I need to save sands).
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You can hit the switch with a vertical rewind trick, but it's a lot easier with a horizontal wallrun from where Satvara is at 0:39. It's possible to open the door before Farah kills herself but I don't remember if it results in her not following through the door or not. You get the sands replenished in an unskippable fight in the next section, I did actually find a cutscene skip before that, which reqiires a rewind trick, but it doesn't save as much time as the 2 in the warehouse.
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solarplex wrote:
edit: Tested out Prince of Persia with newest revision, you do start falling as soon as the game starts, unable to be played. If someone else wants to do the bug report, go for it cause im not interested in doing it.
So....has anyone reported it yet? I don't own this game nor have ever played it so I can't exactly tell what's supposed to happen.
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jlun2 wrote:
solarplex wrote:
edit: Tested out Prince of Persia with newest revision, you do start falling as soon as the game starts, unable to be played. If someone else wants to do the bug report, go for it cause im not interested in doing it.
So....has anyone reported it yet? I don't own this game nor have ever played it so I can't exactly tell what's supposed to happen.
I did not report this, I did test it on the newest revision (back those few days). and it was still occurring. I'll have some time today after work. I'll do it then.
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Asco wrote:
You can hit the switch with a vertical rewind trick, but it's a lot easier with a horizontal wallrun from where Satvara is at 0:39. It's possible to open the door before Farah kills herself but I don't remember if it results in her not following through the door or not. You get the sands replenished in an unskippable fight in the next section, I did actually find a cutscene skip before that, which reqiires a rewind trick, but it doesn't save as much time as the 2 in the warehouse.
Shoot.. to get across the gap at the beginning of the warehouse you need to double rewind(three sands).. I wonder if it's possible with just (two sands).. edit: well asco you did say you were able to do it. so I'll keep testing.(possible PC only again -_-?) edit 2: https://code.google.com/p/dolphin-emu/issues/detail?id=7510 made an issue report for problem in the new dolphin versions.
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I have done it, and you can see from UCPro's run that it's possible on GC too (he uses 4 sands but only does 1 trick). I think you pretty much just need to get lucky with the rewind trick though. Edit: It seems I was wrong, at least I can't recreate it. Disregard the above, it seems like number of rewinds matter a lot for wallruns, which is weird because it's not like that for other rewind tricks. You should do it with three sands and make sure to spawn the enemies. I have an interesting route in mind.
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Asco wrote:
I have done it, and you can see from UCPro's run that it's possible on GC too (he uses 4 sands but only does 1 trick). I think you pretty much just need to get lucky with the rewind trick though. Edit: It seems I was wrong, at least I can't recreate it. Disregard the above, it seems like number of rewinds matter a lot for wallruns, which is weird because it's not like that for other rewind tricks. You should do it with three sands and make sure to spawn the enemies. I have an interesting route in mind.
Yeah for this wallrun, you can clearly see he gains way more height doing 2 rewind glitches. first one you just barely miss the ledge. A route change? very cool :P Seems my file didnt save when I was near the bottom of the warehouse so I'll be doing a little bit more testing at the wallrun near the top to see if any changes make it faster.
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Yeah, I found a cutscene skip for the introduction to the Sultans Zoo (area after Warehouse), but it requires a rewind trick. The cutscene is 13 seconds so it might be worthwhile. I have two routes in mind that both require you to get the wallrun at the top of the warehouse with 3 rewinds, but that shouldn't be a problem. Route 1: After getting to bottom of warehouse, kill an enemy as fast as possible to get to 2 sands, and go back up to the switch and do a rewind trick. Route 2: Get the crate in position, kill 1 enemy, hit the switch and do the cutscene skip with the 2 sands. I'll go test it out right now to see what's fastest.
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phire chased down the bug with the collision. It appears to be a bug in the non-SSE4.1 codepath. It will be fixed as soon as the code is reviewed. Thanks for the report!
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