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Skilled player (1095)
Joined: 9/15/2013
Posts: 116
Link to video Gets past the Cerberos fight. Already spotted some improvements after Scylla Wyrm or so, but the movement in the caverns was a huge headache and I wanted an encode to examine so I could formulate ideas better.
Joined: 7/2/2007
Posts: 3960
Cripes, this is getting crazier and crazier. I'm impressed by the degree of nonlinear thinking you're showing here. I will also admit the Cerberos fight made me laugh.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1095)
Joined: 9/15/2013
Posts: 116
Link to video Really doubt ill ever get around to finishing this so im posting what i got done before i went all in on my current project. Putting the input file in the WIPs in case someone wants to pick up the rest of it for some reason. http://tasvideos.org/userfiles/info/15856174109749186
Skilled player (1095)
Joined: 9/15/2013
Posts: 116
Link to video Finished the first castle! Everything after Cerberos ended up flying by due to being incredibly straightforward. Granfaloon was a pain but its slow rise out of the ground gave plenty of time for luck manipulation, and Dopple10 is a joke as usual.
Joined: 9/21/2011
Posts: 49
Location: San Antonio, TX
Man, is this a fun watch so far. Fantastic work! Hoping inspiration hits you to finish this off eventually.
--Graywords
Joined: 7/2/2007
Posts: 3960
Awesome work as before! The Catacombs glitchout was impressive, though I have to admit I kind of hope this is the only time such shenanigans prove useful since they do make the game look rather ugly. Here's hoping the Inverted Castle doesn't get in your way too much!
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Skilled player (1095)
Joined: 9/15/2013
Posts: 116
Link to video First few minutes of inverted castle went by fast. Just rapid fire killing bosses in the right side of the castle because no thought was put into pacing the inverted castle whatsoever. Mostly bland because Akmodan's AI ended up being too stupid to manipulate into half blooding me, but the already sick ass strat I found for the CV3 trio resulted in me finding that level up override with the end of the shield spell animation. Also, mapless mablung sword was really satisfying to get after several TASes trying to get it quickly.
Joined: 7/2/2007
Posts: 3960
Okay, the Beelzebub fight made me laugh. But why did you need to pick up that Heart Refresh? Don't you already have one?
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Post subject: Pacifist TAS update
Skilled player (1095)
Joined: 9/15/2013
Posts: 116
Link to video Finally got around to making a new pacifist TAS after all this time, like I originally wanted to. I dropped arukAdo's secondary conditions of no damage and fewest HRs, but kept fewest revenge techs. Notable updates include: 1. Faster backdashing at the start 2. Damage boosting through things instead of using Dark Metamorphosis through everything saves tons of time 3. Doesn't have to wait on a clock rush 4. Doesn't have to go get Sword Card for gem underflow 5. The wolf movement in the Underground Caverns is faster in general, with a notable update being the use of the high jump with running speed 6. Faster Cerberos skip with divekick refresh 7. Uses screen pause override and erasure 8. Shuts the demon familiar up 9. Uses Mist skip instead of gathering wolf relics* 10. Faster Richter skip 11. Skips Medusa instead of going through Darkwing Bat route 12. Uses Shaft skip* * = not sure if actually an improvement Obviously not submitting this after negative reaction to the previous pacifist TAS. What casual viewers would want to see it now especially when it has two wallgrabs and sees less of the game?
Patashu
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Joined: 10/2/2005
Posts: 4045
Nice job! I enjoyed seeing the updated Pacifist TAS. I think it would be worth submitting, though you should submit it as pacifist/level 1 if you do (to clarify that what pacifist means is never levelling up as well as remaining at 0 beat). It's come a long way since arukAdo's route/TAS, and incorporates a lot of cool glitches/skips you don't see in other routes. Ultimately up to you, of course.
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
Sir_VG
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Player (40)
Joined: 10/9/2004
Posts: 1914
Location: Floating Tower
Seconding the idea of submission. Outside of the necessary the necessary need for multiple heart refreshes, that was a fun watch. While normally none of the bosses fought ever take that long, seeing you avoid virtually all of them is pretty amazing. Now if only there were ways to skip Slogra/Gaibon and Doppleganger 10...
Taking over the world, one game at a time. Currently TASing: Nothing
BigBoct
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Editor, Former player
Joined: 8/9/2007
Posts: 1692
Location: Tiffin/Republic, OH
Thirding the submission request. I still think that this branch is Moon-worthy. You use lots of esoteric glitches and techniques not seen in the other branches to overcome the limitations the "pacifist" goal puts on you, and in my opinion, those differences set this movie aside and make it just as worth watching as those.
Previous Name: boct1584
Fortranm
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Editor, Experienced player (879)
Joined: 10/19/2013
Posts: 1122
Does the "0 boss" run require more attacking overall?
Post subject: Updated Low% Bat TAS
Skilled player (1095)
Joined: 9/15/2013
Posts: 116
Link to video The maker of all the old low% TASes from a while back recently updated his low% bat TAS, and it's actually really sick now.
Patashu
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Joined: 10/2/2005
Posts: 4045
Natural route% Link to video
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
Patashu
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Joined: 10/2/2005
Posts: 4045
How to assume Total Control of Symphony of the Night: http://castlevania.msnboard.net/t634-true-total-control-taken-on-psx#8372 Apparently this method will work in Saturn SotN too, so I look forward to the first total control TAS on a Saturn console.
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
Banned User
Joined: 1/26/2014
Posts: 49
Location: United States
With this type of Total Control we should be able to program in another game with in Castlevania SOTN... Castlevania 3 maybe, Time Travel Glitch... LOL Who were the master minds behind programming in Super Mario Bros with in Super Mario World, Masterjun and p4plus2... ect ????
Fortranm
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Editor, Experienced player (879)
Joined: 10/19/2013
Posts: 1122
Is it possible to jump to another game in DXC SOTN?
Banned User
Joined: 1/26/2014
Posts: 49
Location: United States
Yeah, you probably could, but we have not achieved Total Control on PSP yet... only on PSX.
Patashu
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Joined: 10/2/2005
Posts: 4045
Total Control has been achieved in PSP SotN by nathan7878! Link to video http://castlevania.msnboard.net/t636-psp-total-control-achieved#8406
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
Expert player (2470)
Joined: 6/2/2009
Posts: 1182
Location: Teresópolis - Rio de Janeiro - Brazil
Use 1220 Heart Refreshers, how long does it take? Doesn't seem too practical, or entertaining to watch.
I am old enough to know better, but not enough to do it.
Patashu
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Joined: 10/2/2005
Posts: 4045
Dooty wrote:
Use 1220 Heart Refreshers, how long does it take? Doesn't seem too practical, or entertaining to watch.
No shit! That's why he cut that part of the video out xD Total control is total control no matter how long it takes. This is a proof of concept, maybe there'll be a faster way in the future :) This is also the first total control I know of on PSP, so it's a world first. (Also, I would guess 2 hours, so it's comparable to one of those stars in SM64 ABC where you have to underflow the water level)
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
Banned User
Joined: 1/26/2014
Posts: 49
Location: United States
It takes like 30 mins if you set the emulator to fame skip 3, and use the accelerated speed Hot Button... Like Patashu is saying... The objective at this point is to gain Total Control with glitches through any means necessary, we have taken it on PSX and now PSP, next I am going to work on Sega Saturn... after we have it on all 3, then I would like working on minimizing the way to gain TC, so it would be useful for speed runs and TAS's.
Banned User
Joined: 1/26/2014
Posts: 49
Location: United States
Here is how to gain and set up Total Control on Saturn... in the future we will work on condensing the method. All the memory addresses that control all the cool stuff in the game are far down in the coding, so we are currently trying to locate a certain memory area and change it with Total Control, changing it will then allow us to be able to scroll up, so we can reach the memory area that controls all the cool stuff easier... Or I am going to use SOS to render the problem, that is why I used Total Control to set up SOS at the end of the video, so video Part 2 will be using Total Control to do some thing awesome... Link to video For updates check here http://castlevania.msnboard.net/t636-psp-total-control-achieved-saturn-total-control-achieved#8433
Fortranm
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Editor, Experienced player (879)
Joined: 10/19/2013
Posts: 1122
Three more platforms with total control in a roll. Hype.
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