Main Comments:

Dooty and I never thought that we could skip both Paramonia and Scrabania, now we can! This movie is 14:55.13 faster than the previous run due to skipping Paramonia and Scrabania and using a new glitch which skips Zulags 2 and 3 altogether!
  • ROM used: Oddworld: Abe's Oddysee (USA) V1.0.bin
  • Recommended Emulator: PCSXRR-1.3f (Feos's Abe fix)
  • BIOS used: SCPH1001.bin
  • Graphics plugin: TAS GPU Plugin
  • Sound Plugin: TAS Sound Plugin
  • Controller used: Segu DriectPad Pro 0.4

Here is a list of glitches that we used:

Death Delay Glitch

Often abbreviated as DDG it makes Abe invisible and can corrupt his sprite and eventually become invisible at some point allowing him to get past things that would kill him. Abe will die if he falls of a ledge or gets zapped. A video made by Sligfantry can show you how this glitch works:

Auto Turn Delay Glitch

This glitch works by standing on the edge of the ledge and pressing the down button quickly and run towards a spot where you would like to hoist down. You will need to press either 'left/down' or 'right/down' depending on which direction Abe was facing.

Stop Turn and Backwards Jump

By timing this glitch perfectly you can make Abe stop and turn. To set it up, Abe needs to be standing near a ledge (pressing up whilst tunring arround) you will be able to make Abe do a backwards jump. Notice that when you press the opposite direction to where Abe is standing at the incorrect frame, Abe will just jump up and stand. But if you time it perfectly, Abe will jump backwards and possibly jump to another screen. This will allow you to jump backwards to areas and skip Zulags. In a 100% run it will allow you to get to secret areas quicker and it skips a section of StockYards Escape after finishing the secret area. Sligfantry's video can show you how this glitch works: http://www.youtube.com/watch?v=DIo1TJUBGlo

Multiple Backwards Jump

Whilst performing a backwards jump, simply press up/jump and Abe will do a multiple backwards jump and in this run Abe will use it to skip Zulag 3 to get to Zulag 4.

Diagonal fall

This is done by combining the stop turn and the auto turn glitch. It is used as a time saver in Monsaic Lines and to save a frame in RuptureFarms.

Bird Portal Closure Glitch

This run contains a new glitch which saves a few frames. You can free the Mudokon a few frames earlier than a normal rescue. Here is the before and after video on how it looks when using the glitch.

Level by level Improvements

Free Fire Zone

Yaritaina found a quicker way to get passed one of the Sligs in the Free Fire Zone. Also at the end of level, you notice that Dooty managed to find a faster way of getting passed those Slogs!

Monsaic Lines

This is one of the biggest changes in this run. The bees in this area allows us to skip Paramonia and Scrabania completely! Also, you can set up an auto turn glitch using the bees which allows Abe to do a backwards jump so that Abe can avoid dropping down the ledge and killing himsself. There is also an 'auto turn' glitch setup to make the backwards jump work. Lastly, there was a small time saver done at the start of the stage where Abe does the diagonal fall a few frames earlier than the previous run. Since Shunpuk found the multiple backwards jump glitch, he found a place where we could use it here but running into the well seems faster than doing it so we couldn't use it here.

Zulags

Dooty has saved some time here by using the multiple backwards jump glitch to skip Zulag 2 and 3. Zulag 4 is still the same as the previous run.
The other stages were exactly the same so I just used the TASMovie Editor and copied and pasted the frames across and Dooty fixed the desyncs for me.

Dooty's Comments

April 14th, 2011, the first attempt to skip Paramonia and Scrabania; talking to a Slig at the correct frame makes it walk straight forward. It works in a lot of places, but not in Monsaic Lines. December 1st, 2012, the Death Delay Glitch brought the possibility to skip them back to life. We then found a way to set up the DDG by bees. But a "dead" Abe can't survive a fall from high ledges, also, you can't set up the Auto Turn Delay after the DDG there; not enough room to run. So, a way to set up the running DDG should solve our problem. March 25th, 2013, Paramonia's skip was found, and with it a new way to set up the DDG; running instead of jumping. June 6th, 2014, we finally figured how to set up the running DDG with bees. Sadly, the DDG cancels the Auto Turn Delay, what a bummer. A few hours latter a new trick was found; the Bee Auto Turn Delay, and with it, the last piece of the puzzle was added. Now we can finally skip Paramonia and Scrabania. June 13th 2014, another new glitch was found which enabled us to skip Zulag 2 and 3. Only one question remains; what's next?

Thanks!

I need to thank Sligfantry for finding this new skip and Yaritaina for finding the little Free Fire Zone strat. Also I need to thank Feos for providing us a fix so that now we can use the TAS GPU plugin in Abe games and also he does a great job in encoding the run with the best sound quality! Thanks again Feos! Now I need to thank Shunpuk for finding the new continuous backwards jump glitch.

What to expect in the future!

I hope you all look forward to seeing runs of Oddworld: New 'n' Tasty which recently got a release date! Dooty is working on a 100% update for this game and there may be even TAS runs of Abe's Exoddus and an updated Maximum Casualties run.

feos: I'm speechless... Accepting and publishing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15537
Location: 127.0.0.1
This topic is for the purpose of discussing #4335: Samtastic & Dooty's PSX Oddworld: Abe's Oddysee in 12:06.13
Skilled player (1737)
Joined: 9/17/2009
Posts: 4979
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Can you explain how these skips were done and how the bees were involved?
Samtastic
He/Him
Player (154)
Joined: 11/30/2012
Posts: 775
Dooty made a script to help him figure out when the DDG will happen. If the script shows 225 then the glitch will work.
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Oddworld: Abe's Oddysee 100% in 1:04:01.07 Currently working on: Waiting for Windows TAS Tools to work so I can TAS PC version of Exoddus.
PCachu
He/Him
Joined: 10/1/2009
Posts: 166
"What's this? A needless trip through two entire levels that wastes over 14 minutes!? My Briefcase Full Of Bees will put a stop to that!"
Expert player (2466)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Please, don't bee like that, I still have nightmares with those bees... Something that we sought for so long, and that we even thought was impossible, yet a simple bee trick made it real.
I am old enough to know better, but not enough to do it.
Samtastic
He/Him
Player (154)
Joined: 11/30/2012
Posts: 775
I have a temporary encode for you guys and I have included input because Abe is invisible in the Monsaic Lines: https://www.youtube.com/watch?v=CLmAaPBEX7g
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Oddworld: Abe's Oddysee 100% in 1:04:01.07 Currently working on: Waiting for Windows TAS Tools to work so I can TAS PC version of Exoddus.
Editor, Experienced player (884)
Joined: 1/23/2008
Posts: 529
Location: Finland
This game is now broken to a pretty absurd degree. Liked the run, although I did find it mean-spirited of the Sligs to laugh at Abe so much in the second half of the run... Yes vote.
Samtastic
He/Him
Player (154)
Joined: 11/30/2012
Posts: 775
AKheon wrote:
This game is now broken to a pretty absurd degree. Liked the run, although I did find it mean-spirited of the Sligs to laugh at Abe so much in the second half of the run... Yes vote.
Yeah if you listen to them they laugh and then they'll random say "ah ah" and "ay" one after the other. They're bringing those sounds effects in New 'n' Tasty as well!
Enjoys speedrunning, playing and TASing Oddworld games! Has TASed: Oddworld: Abe's Oddysee in 12.06.13 (with Dooty) Oddworld: Adventures II in 20.03.78 (with Dooty) Oddworld: Abe's Exoddus 100% in 2:08:28.4 (with Dooty) Oddworld: Abe's Oddysee 100% in 1:05:01.65 Oddworld: Abe's Exoddus in 37:18 Oddworld: Abe's Exoddus in 37:15 Oddworld: Abe's Exoddus 100% in 2:!5.44.12 Oddworld: Abe's Oddysee any% in 13:01.3 Oddworld: Abe's Oddysee any% in 12:59.95 Oddworld: Abe's Oddysee 100% in 1:04:16.27 Oddworld: Abe's Oddysee 100% in 1:04:01.07 Currently working on: Waiting for Windows TAS Tools to work so I can TAS PC version of Exoddus.
Patashu
He/Him
Joined: 10/2/2005
Posts: 4042
This category is so broken now. I have no idea what's going on at alll.
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
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15537
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2620] PSX Oddworld: Abe's Oddysee by Samtastic & Dooty in 12:06.13
Spikestuff
They/Them
Editor, Publisher, Expert player (2631)
Joined: 10/12/2011
Posts: 6435
Location: The land down under.
Sees the screenshot feos I didn't know that you were Michael Bay
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11469
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
It got narrowed for some reason btw. The file I sent is 320x240.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Player (13)
Joined: 6/17/2006
Posts: 506
I noticed that the light spots produced by campfires and fireflies are square. Is this an emulation error in the encode?
Site Admin, Skilled player (1250)
Joined: 4/17/2010
Posts: 11469
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Must be some artifact that was in the TAS GPU, and that I don't know how to fix yet.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Banned User
Joined: 3/10/2004
Posts: 7698
Location: Finland
The artifacts around fires have been there since forever. One would think that after all these years the emulator would have been developed to fix that.
Noxxa
They/Them
Moderator, Expert player (4107)
Joined: 8/14/2009
Posts: 4089
Location: The Netherlands
Warp wrote:
The artifacts around fires have been there since forever. One would think that after all these years the emulator would have been developed to fix that.
PCSX-rr hasn't been in development since forever (other than some small things for resyncing, in order to encode runs like Bushido Blade 2 with Eternal SPU). Its last official release was over four years ago. PSXjin isn't faring that much better, as it also hasn't seen a release since mid 2011. What people are actually anticipating is a new PSX core from mednafen being put in BizHawk. I think the PCSX-rr-core emulators are practically considered lost causes.
http://www.youtube.com/Noxxa <dwangoAC> This is a TAS (...). Not suitable for all audiences. May cause undesirable side-effects. May contain emulator abuse. Emulator may be abusive. This product contains glitches known to the state of California to cause egg defects. <Masterjun> I'm just a guy arranging bits in a sequence which could potentially amuse other people looking at these bits <adelikat> In Oregon Trail, I sacrificed my own family to save time. In Star trek, I killed helpless comrades in escape pods to save time. Here, I kill my allies to save time. I think I need help.
Joined: 7/29/2014
Posts: 1
Hey guys I've been loving the updates to the TAS's of the abe's games, but I was wondering how you stored the jump after getting the bell / chime code to use for avoiding fall damage after the DDG from the bee's? I've been trying this myself in a normal speedrun, non-tas, but that's the only thing I have no idea about D: TL:DR - How to store jump from bee's plz Thanks :)
Joined: 6/4/2009
Posts: 893
beeeeeee'ssss everywhere.... yes !