Skilled player (1741)
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xy2_ wrote:
https://youtu.be/ZqBQW7J97ZE Following on this video: I have discovered that the chest glitch actually corrupts.. almonst the entire SRAM. It depends what part it corrupts, but it corrupts mostly in a set pattern. If you want to try: https://www.dropbox.com/s/szcfppi0ep1162y/chestglitch.dst?dl=0 Load this savestate.
Is there any use of that, or currently just makes the game unloadable?
Editor, Experienced player (848)
Joined: 5/2/2015
Posts: 696
Location: France
Link to video Encode of Level 1+ Level 2. Level 1 was completely redone (routing changes + better pickpocket), saving 108 frames.
jlun2 wrote:
xy2_ wrote:
https://youtu.be/ZqBQW7J97ZE Following on this video: I have discovered that the chest glitch actually corrupts.. almonst the entire SRAM. It depends what part it corrupts, but it corrupts mostly in a set pattern. If you want to try: https://www.dropbox.com/s/szcfppi0ep1162y/chestglitch.dst?dl=0 Load this savestate.
Is there any use of that, or currently just makes the game unloadable?
It's complicated.. The chest glitch happens because you get far away enough from the chest after opening it. Depending on at which frame you go outside of the chest boundaries, you will get a different corruption pattern (or, in some case, non-pattern corruption) and depending on your position or where you jump, you will get a different area of the RAM corrupted. Usually, jumping on the chest will give you the most corrupted results. Using these settings, the corruption - is - controlable to an extent, although it will almonst always corrupt a very large portion of the RAM. The most 'precise' corruption I've got was corrupting 4 adresses in 24 in a set pattern. You can alter corruption further by doing the sewer void glitch and walking through several iterations of the sewer: this gives you different corruption. I'm not sure if something can be done, honestly; but it definitely has potential. The new resources page is here.
Post subject: the red orb tutorial skip this TAS really deserves
Editor, Experienced player (848)
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Link to video By far the biggest and most hype skip in the game, and I've been looking for it since I've been starting to TAS this game. Basically, there is a tutorial that sticks through the entire game, which is the red orb tutorial. It happens when you pick up a red orb for the first time. This is annoying if you want to heal (for an out of bounds, for example). This tutorial wastes over four seconds. However, by stacking the red orb tutorial at the same frame as the dialogue with Altair's buddy, the two events overlap. The result?
Altair, I've come to tell you how red orbs work!
Doing this event overlap completely skips the cutscene without any downsides, and at the same time makes for the best dialogue in this game.
Editor, Experienced player (848)
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Link to video Yes, you read that right - another void glitch! This one is in Level 3 and was discovered completely by accident. Currently under heavy investigation, as it may just help skipping the entire level if we trigger the end cutscene.
Editor, Experienced player (848)
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After two long days of BASH HEAD AGAINST WALL having fun on Level 3, a very dirty WIP is done! Note that it is severly unoptimised. Trying for a long time didn't give the towering tower skip the world needed. Link to video
Editor, Experienced player (848)
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Link to video Another WIP! ArandomgameTASer went and redid Level 2 , saving around 35 frames, while also completely redoing Level 3, saving close to 450 frames.
Editor, Experienced player (848)
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Location: France
Link to video Wip of Levantine Base.
Editor, Experienced player (848)
Joined: 5/2/2015
Posts: 696
Location: France
Link to video Link to video Final optimised Levantine Base by arandomgameTASer and Damas WIP by me. Shoutouts to the skips in Damas for being a pain :B
Editor, Experienced player (570)
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Posts: 4036
This is looking good! Keep the WIPs coming! This game is now in the Game Select menu if you want to upload your WIPs under it.
Warepire
He/Him
Editor
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Location: A little to the left of nowhere (Sweden)
Loving these WIPs. Keep it up!
Editor, Experienced player (848)
Joined: 5/2/2015
Posts: 696
Location: France
Editor, Experienced player (848)
Joined: 5/2/2015
Posts: 696
Location: France
Link to video User movie #25196160862694458 While this level doens't have any big skips, it does have insane sequence breaks and checkpoints breaks. You'ill see up to three green arrows on the screen (each arrow reprensenting a checkpoint) while only one is supposed to exist.
Editor, Experienced player (848)
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Link to video User movie #25199169290857733 shoutouts to rapid crouching
Skilled player (1741)
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Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
Editor, Experienced player (848)
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Location: France
jlun2 wrote:
Also because I never played it, what does that even do?
Nothing apart from looking funny. Link to video User movie #25241406160989838 This is the breaking point of the run: we get the walljump (finally). Levels are gonna go from 'relatively tame' to 'oh god what is this monstrosity'. Outside Circus may be the most impressive level since Level 3 (pillaged town): there's a lot of impressive skips, making for a great watch. Note that at the end, after grappling I land on an edge to go back up: this is to trigger the last important checkpoint, as without it the end doens't exist. In this level, you are supposed to chase Fajera; however, someone didn't notice that there is a destroyable platform right at the start that you can destroy right away to keep Fajera from running away. She then nevers appears again in the level, making for funny dialogue and very slight lag reduction. Next level is Sewer.. and I'm just going to say: keep your seatbelts on, because it will be a wild rollercoaster of emotions.
Editor, Experienced player (848)
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A sneak peek at what's coming.. Sewer will use heavy void abuse to reach the ending cutscene very early. Expect a WIP of void glitch by the end of the week. The level with no void I estimate it with the current way of going into the void to be slightly faster, but this is a lot cooler.
Former player
Joined: 4/18/2015
Posts: 168
Location: Canada
I'm loving how many glitches you've found in this game! Based on all your WIPs, this should be a really entertaining final product! ;)
Experienced player (690)
Joined: 11/23/2013
Posts: 2232
Location: Guatemala
xy2_ wrote:
Sewer will use heavy void abuse to reach the ending cutscene very early. Expect a WIP of void glitch by the end of the week.
What do you mean by ending cutscene? The final cutscene of the game? O_o
Here, my YouTube channel: http://www.youtube.com/user/dekutony
Post subject: Hey Altair, can you go in that sewer - I mean IN the sewer
Editor, Experienced player (848)
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Link to video
Altair and Fajera ponder the state of the game
This is the buildup, the everything, the Sewer. Remember how I said last WIP walljump is pretty broken? This is a good application. A lot happens in this WIP. If you want to know why this exists.. I don't know myself. Read after watching: - The little upwarp that happens with the bridge is because I get close enough to the bridge hitbox. - I manipulate one enemy here, this comes into play later.. - Rolling has exactly two uses here: first off, to pass in an otherwhise impossible section; and second, to negate knockback from water currents. - Someone didn't notice that you can just walljump over this section. - Out of bounds begins with some precise jumps to land onto the 'outside sewer'. From there, I go diagonally just enough to trigger enemies, making one suicide in a very precise manner. - Once the manipulated enemy dies, his energy (red orb) has to fly over to me. I get down from outside sewer to one floor below, then do the jump to land under the water. The red orb comes at the last possible frame until I would have died. - From the water, I come back, then align myself, do a lunge, then an high leap straight, while holding UP, and do the LEAAAP OF FAITHHHH - During the LEAAAP OF FAITHHHH, you can't manipulate the jump after the first 22 or so frames, so the following section has absolutely zero input. - The goal is to overflow my X postion to end on another version of the map, the 'fake sewer'. You can see this when the map changes (loops). For some reason, if you are in the air and reach a certain X position, the ending cutscene triggers.
Editor, Experienced player (848)
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https://youtu.be/Y3K1MhgCbu8 User movie #25376363219965527
Why is this a camera angle, again?
This level has two major skips (like the other ones), but it's nothing special compared to what was before. The main reason is the lack of cutscenes in this level (only one!) Notes: - The first skip is the Basilica skip, which allows us to skip.. around 1/3 of the level. By simply doing an high leap, you get on top of the basilica (which doens't have modeling behind it) and jump over to the next house. - The second skip is the teacher skip. This skips a cutscene in the little pit, and for some reason, makes the bridge inexistent. - At the end of the level, there is an obscure trick used (that I thought would have forced me to restart the entire run) called crouch-to-run animation cancel. Altair normally takes 4 frames to start running (most of the time, this is boosted by doing a small jump right at the start of the walking to skip to the running and build up speed) but by crouching on the frame you start moving in a direction, the crouch gets cancelled immediatly into your running animation instead, saving 2 + 7 lag = 9 frames. - shoutouts to pickpocketing shit 'mini' '''''''game'''''''' Next level is Tyre Sewer! Guess what, it's a sewer level! That means it's: a. unneedlessly long b. pretty broken
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Something very wierd is going on..
https://youtu.be/8yYyEeRqBuw Special mention for this glitch: out of all the glitches I've found in this game, this is the strangest and most absurd by far. By simply jumping into a wall in a specific angle, you will get stuck in that wall with a jumping animation that keeps looping. But that's not it: your speed keeps building up! The jump animation keeps looping, and you eventually.. start warping backwards, while floating. Eventually, by going enough backwards, you will be warped forward, still floating and being continually pushed backwards. This is what I call hyperspeed. What I'll call Altaïr's 'soul' is still stuck at the same place forever, while Altair's 'body' keeps moving. This is easily observable: Altair's actual position stays the same in the minimap. Essentialy, you are in two places at once. Pretty cool, no? You can move your body slightly, although if you move too much left or right, you will be reunited with your soul (as showcased in the video.) What is the potential of this glitch? Simply put, there may be either a lot (triggering cutscenes with Altair's body, or ending cutscenes, even) or this glitch may be completely and utterly useless. Edit: After 50k frames of just running the game with no soul movement, I have triggered a cutscene! This is big news, and proves that the body can trigger cutscenes. If there is a way to implement hyperspeed in another way that allows more backward speed (the soul movement doens't need to be diverse, since the spot used is very limited) then this could mean big things, such as skipping the rest of this garbage level.
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https://youtu.be/G5po0dEmHPY Another void?! That's right, there's now a void in Tyre Sewer! By abusing the checkpoint system, skipping one checkpoint, then killing the two archers, you will be respawned.. below the ground. This is all because it's a sewer level, and as you saw earlier, sewer levels are pretty broken.
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No updates for almost a week? I've been busy with things and Tyre Sewer has been a complete pain to just figure the route out for. Now, there's good news: We don't use the sword in Tyre Sewer for yet another level. Since this is the last level until we get another form of combat (the daggers, 15 ammo each level), the TAS is now officially swordless, AKA it never uses the sword once you get past the forced sword tutorial (in the second level, which forces you to use it to progress.) The main advantages to being swordless is that : - we won't get the '!!NOT LOADED!!' debug message, since we didn't use the sword in Pillaged Town once, making the combat tutorial (when you use your sword for the first time) not exist and giving us !!NOT LOADED!! instead. Not having !!NOT LOADED!! show up saves about 2 seconds. - being swordless is hype shit - wooden box is better Tyre Sewer is annoying because there's nearly forced combat (2 archers guarding the gate I have to kill, and the 4 metal box room with a bunch of enemies you eitehr dodge - really hard - or kill), but I've found a way to make both of these tasks surprisingly easy. How? I'm just going to say that the wooden box is the best weapon in the game. Apart from that, the route has been figured out and I can now finally start actually TASing the level. Expect a full WIP by either today or tommorow.
Editor, Experienced player (848)
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This is the first level I've encountered in my entire gaming career that actively tries to sabotage every single ounce of progress you get. I'm not kidding when I'm using the word 'sabotage'. This is the fourthteenth route I've tried on this garbage level, to no avail.. Don't expect the end of this level coming any soon.
Editor, Experienced player (848)
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Link to video Current progress on swordless Tyre Sewer. Note that this currently softlocks the level, as I need to kill 4 more enemies for the needed one to spawn to finish the level. Routing this has been an absolute dumpster, but it's at least closer to completition than what it was before. User movie #25616357066473244