A very warpy run of Castlevania Portrait Of ruin, with Holy Claymore

Game objectives

  • Takes Damage To Save Time
  • Aim For Fastest Time
  • Abuses Programming Errors
  • Uses Game Reset Sequence
  • Use Warps
  • Manipulates Luck
  • Emulator used: DeSmumME 0.9.2-RR (build 08/05/09)
  • Unofficial Encodes[1]
  • Frames:42021 Lag:6188 Re-records:44745
  • Ingame Time after ending/saving: 8:18

About the Game and this Run

This game is a direct sequel to BloodLines on sega Genesis, its the second title released on Nintendo DS after Dawn Of Sorrow.
The action take place after the second world war, Dracula raise from dead given the immense power of souls coming from wars sequels.
To stand against him, Jonathan Morris (Son of John Morris from BloodLines) wield the ancestral Vampire Killer, he's helped out by Charlotte Austin, a powerfull mage student.
You are also helped by Vincent sent by church and Wind, a mysterious spirit who happen to be Eric Lecarde (playable character in Bloodline).
The vilains are controlled by a vampire called Brawner, his direct subordinates are Lecarde's Sisters (twin daughters of Eric) who seem to have fall in Brawner's evil hands.

I started to work on this game directly when Desmume emulator went available to public (see thread).
Theres at least 2 main reasons; I did like playing this game (unassisted), also because its by far the most glitchy castlevania on DS.
I made first a test run, to see if all was ok for the route i was planning, then optimized as much as i could once all errors where found
Luck manipulation in this game is not easy, almost nothing roll up RNG, alltought, by manipulating and dropping Final Sword it its probably possible to take a better route [2]
Instead of working for unknow time on droping that sword, i did rather put efforts on this route and tryed to optimize it.
This movie took me 3 week to complete, counting the test run, the total rerecord count included about 12k from it.
The ending is skiped to allow watching the staff credits, the ending is composed of dialogues that require input to be watched, if you consider last strike on dracula to be the real time ending, its around 10 second before movie ends.


Glitchs

As you might see for yourself while watching the video, this game is having quite a bunch of glitchs available.
A warpless run will probably demonstrate even more, as the engine is realy a glitch fest.
A good thing about glitchs in PoR, is that they are generaly easy to perform.

Suspend Glitch (SG)

For short, this (very powerfull) bug let you warp all around the castle map, vertically, or horizontally
The setup for this is very simple, you just need to have saved your game once (available on first save room)
It will work on any right side doors, move your character to the closest position possible at door, facing it, without entering next room
Real time it can be a tricky operation, but a baby can do it, notice the map will indicate your position on next room (thats the bug...)
Suspend, load the save, if correctly executed, you will repear in next room

Vertical SG

If the next room was a single width room (save rooms, vertical corridors ect...), and that its own right side is a wall, you will be launched trought the ceilling at high speed
You can generaly cancel by dashing left (if you got lightning reflex), youll reaper inside the room simply, note that only dash movement is possible in that type of SG
If you dash right, youll advance on map horizontally too, but very slowly, about 2/3 block per trip
Once you reach the top of the map (this happen very fast real time), you need to wait 3 more flip over the castle or the game will freeze upon next suspend (doesnt happen in this movie)

Horizontal SG

To be allowed to travel horizontaly, the right side of the room where you first suspended need to be an outside screen
You will reaper generaly outside, and from there, the outside area (offscreen) become a infinite corridor (actually stop when you flip the castle and come back to origin point)
Those familliar with 0HP glitch in AoS will understand the concept of infinite corridor i think
There is a couple of possible place to trigger this, but the one i use in entrance is more likely the most interresting for speedruns
Note: simply exiting outside (trough other glitchs) will have the same "corridor effect"

When you are at the desired position on map, suspend, load, your are now at the destination room

SG bug is (ab)used 5 times in this run
  • The first let you access near shop without triggering chase event with first boss
  • The second let you bypass boss 1 and 2, going directly for sandy grave
  • The third let you bypass whole sandy grave upside level and from the underground passage go straight to boss, within just 1 warp
  • The fourth is a shortcut after coming back from sandy grave to access directly Lilith (and get cursed), this goes faster than to walk to it
  • The last warp near sandy grave goes straight to throne room and final boss

Quest Glitch

This is the infinite money glitch, its very simple again, all you need is to have a quest to accomplish from Eric (Wind)
Complete your quest, come back to Eric, in the menu now the quest is highlight in green
Talk once (push A), youll be told that you did a good job
Talk again, it will say "you received xxxxx"
Dont talk anymore (your suppose to but...), simply press start to exit the menu
You have the reward in inventory, but if you talk back to Eric, the quest is still here, and green (completed).
Repeat for profit!

In this run, this is used to generate 487500$, witch allow to buy the holy claymore (strongest sword in the game, with holy attribute)
I use the curse quest, for few reasons:
  • Its the first quest that give a sellable reward to shop
  • It only require to kill one boss (Astarte) to trigger the quest
  • Astarte is compatible with darts subweapon
  • Its ridiculously easy (get curse and talk back to Eric...)
  • Even more easy considering theres one Lilith ennemy (can curse you) very near Eric
The reward is the Blessed Ring, it worth 12500$ when you sell it back to Vincent (shop)
Holy Claymore cost 300000$, but you need to spend 250000$ before its available to buy
Trought selling back what you bought, end up getting 39 rings in total, witch make 5 trips (3 using tickets) from Eric to Vincent
Using wifi would be faster, since you would farm more shop point by selling to another player

Partner Double Jump

You can get a double jump by switching after having call your partner, and using stylus.
First call your partner (A), then with stylus make him jump, when hes about to reach full jump, switch partner (X)
Youll take back control, now jump (B) and you should perform a double jump
I say should, because in practical speedrun what happen is the following
You are Jonathan and Charlotte is not call yet, you are using switch backdash ect...
  • Call partner Charlotte
  • Switch partner from Jonathan to Charlotte
  • Make Jonathan jump with stylus
  • Switch from Charlotte to Jonathan
  • Double jump with Jonathan
I use this only one time, on my way to dracula, the plateforms are too high for single jumping
You could ask yourself why i use this (slow) way rather than sword double jump (see above) for this plateform
If you look closer to the situation, youll see that i need to go forward a lot to reach the skeleton while jonathan actually jump directly, all in all, i dont go faster with sword jump

Sword Double Jump

After jonathan swing the sword, when you hit an ennemy you will have instantanous switch available, switch to charlotte, you now have a double jump
Notice that you dont get an extra jump every time you switch, you need to land on floor once to get again an extra jump available (see comments on dracula/death)

Sword Cancel / Fast Switching

I put this here because i dont see how it could be a "feature" of the game, switch having only 15 frames of cooldown could be sayd its an oversight, darts cancel can go same, but sword cancel sound like a bug to me, at least when its executed at such insane speed
More to come later, plz be patient


Other Infos

Just a few words on how movements are working as well few others details

Partner Call

Press A to call your partner for help, you will act as a team
The stylus control the second character, alltought the IA will also try to control it if you dont do anything(generaly not like you want of course)
Aim upward of the second character to make him jump, to make him attack aim for floor (best seem to aim at floor under the target)
In this run the partner call is mainly used against the first ennemys up to the first boss, to boost up damage output by having 2 attacks at once
Switch cost about 40 frames while partner is called (small freeze on screen)
If a level up occur just after a call, freeze is reduced to 10 frames, i take advantage of this on first ennemys to position charlotte ahead while johnattan spam darts, despite lags from darts, it goes faster

Partner Switch

Press X to switch from one to another character, this can cancel a backdash, a dash, an attack, a landing (well, mostly anything except spells)
15 frames of cooldown before you can switch again
Hitting a target with a weapon (or dash) will instantly cooldown switch
You cant switch "in air", alltought when you hit a target in air, you have about 10/20 frames oppertunity to switch
Partner switch is much abused in this run to improve movements as well as fighting

Backdash

The most effective way to backdash is: backdash-jump-10blanks
This will force the direction of the jump (backward).
If you was facing undesired direction before backdash;
-under movement, you need an extra input for new direction before (re)starting the loop
-from stop (no movement previously), you can input the direction at the same frame than you backdash
This loop is mainly used in the first room of the game, slopes or when partner is call
Backdash can cancel an attack, depending on timing you use backdash, you can totaly cancel the hit or preserve it

Partner Backdash

One way to cancel the backdash is to switch partner (X)
This pattern seem the best: backdash-jump-10blanks-backdash-5blanks-partner
This is the main movement used in this movie
I scripted different pattern in the 3000 frames corridor warping, and this one did win "the race"

Dash

A dash can cancel backdash (no delay), in most cases you can choose direction of the dash, alltought, it doesnt goes as fast as a backdash
Jonathan got a rolling movement on slopes, witch doesnt seem to be faster than regular dashing

Raising Slopes

Depending the variation of the slope angle, it will reduce the ammount of blank frames within a standart backdash/jump loop
Only 2 blank frames for 45° slopes
You will get more speed just doing the backdash loop and not using switch at all

Descending Slopes

In order to avoid doing long (and slow) jumps in descending slopes, i use the switch with longer backdash, i also combine it with dash
I generaly stop the dash when im back on flat floor

Landing on floor

You can switch partner 1 frame before you touch the ground (after been tossed from ennemy, jumping or whatever)
Alltought, at the next frame, if you wasnt "high" falling (trigger another animation), youll have control
This mean switching is costing no (nor winning) frames when you land on floor and cancel high falls
If you are falling from high, a dash can cancel the animation too

Darts

The Dart subweapon is the best choice to beat Astarte boss, only cost 5mp per use, also usefull on few monsters i kill before boss
You can cancel the animation with a backdash, the dart is sent on the frame you attack, so its a constant and looseless backdash + attack
The drawback is you can only have 3 darts at max on screen, also, the game lag when it draw the mini-target effect, witch seem to be 3D somehow
Note that darts are not working on any ennemy, extra damage is dealt only on those having the mini-target effect (obviously dracula/death are not)
Just a quick note to inform that most of the menus (shops, quests, equipment ect...) are reactive to stylus, thus combined with pad it allow generaly to speed up compared to just using pad (since you dont care anymore of the selection cursor and jump to desired location trough stylus)
Note that R+up/down scroll a screen in shop/equipment lists, also, when you sell 9 items of a same kind, if you scroll the screen before you cant use the pad/stylus combo, for some reasons, the stylus will only work for stacking items if you dont scroll previously, this is the reason why i sell directly every useless items on my first trip for money glitch

Luck Manipulation

There is no luck manipulation in this run, unlike some other castlevania, there is no critical hits in the game
Alltought, apparently the spawn position of ennemys is frame rulled, i take advantage of this on the third room of sandy grave, to get the "wheel" ennemy to spawn in good direction
Unlike AoS, DoS, SOTN ect... generating dust (dash), attacking, candles, backdash or even switching/calling caracter doesnt roll up the RNG
On this run's route, the only worth drop would be the Axe weapon from axe knight in Entrance
See Final Sword route[2] for a run where luck manipulation would be mandatory

Ram Watch

Some Address:
  • RNG: 020F627C, hexadecimal, 4-byte
  • Death HP: 02101328, 2-byte
  • Dracula HP: 021011C8, 2-byte
  • True Dracula HP: 02101068, 2-byte
  • Velocity Right (X): 020FCABD, 2-byte
  • Velocity Left (X): 02111A15, 2-byte
  • Some CheatCodes

Shopping list

Sell price is bought price /4
Note that i get a 2000$ bag in sandy grave and you start game with 1500$
  • Buying
    • 10 Tonics 4000$
    • Castle Map1 100$
    • 3 Magical Tickets 3000$
    • Myko Dress 5800$
    • Pearl Ring 9800$
    • Master Ring 200000$
    • Paludamentum 15000$
    • 11 Shuriken 11000$
    • 1 Dart 1000$
    • Rock Riot 1000$
    • Holy Claymore 300000$
      • Total bought: 550700$
  • Selling/re-selling
    • Castle Map1 25$
    • Headgear 125$
    • Short Sword 100$
    • Diamond Brooch 6250$
    • 8 Tonics 800$
    • Master Ring 50000$
    • Pearl Ring 2450$
    • 39 Blessed Ring 487500$
      • Total sold: 547250$
3500+547250-550700 = 50$ left in pocket

Stage by Stage Review

Entrance

Very straightforward, in second room collect both relics, first one give partner switch, second one give partner call
Call partner on bridge switch for the bridge to open, then proceed to first save room, with short sword an tome of arms1 on the way
Ennemys are worth nothing in term of exp (4 for zombies...) so i just use them as damage boosting
After saving, use the first SG, reaper 3 room above
Activate entrance warp portrait, pick up headgear on the way
Get up to the shop, triggering & skiping some dialogues on the way, then buy:
-1 Tonic
-1 Dart (subweapon)
-1 Castle Map
For a total of 1500 gold, witch happen to be the starting stach :D
Get Lizard Tail (dash relic) reward from Eric
SG in the room whe did warped to previously and long travel (1min backdashing) to Great Stairway
At the same time whe suspend to exit, equip short sword, tome of arms1, headgear and dart

Great Stairway

Very straightforward again, rush your way to sandy grave portrait, killing five ennemys on your way witch top you to level3
Note that trying to use plateforms went slower than waiting for floor to break, so i wait for it to break
I could get that pair of boot without loosing (lot of) time, but i will not realy have a oppertunity to use or need them, so its a waste

Sandy Grave

Very straightforward like ever, goal is the boss
Few mumies and the wheel top you to level4, witch is realy needed for clearing fast the boss (lvl3=19dmg-lvl4=23dmg/per dart)
I manipuled a bit (frame rule, not rng related) to get the mummy and wheel to spawn like i wanted by wasting 1 frame on third room
The wurm went tricky to get tossed on right side, the diplo ennemy at bottom stairs was also not easy to get by without getting hurt/slowed down
SG to the boss room directly and fight :D (other route require 2 warp, witch consume lot of time to reload game)

Astarte (boss)

The ammount of lag here is realy important, and its generated from the small targets in 3D after a dart hit
Notice you can only have 3 darts on screen at the same time, this is why at first i try to keep short distance between me and boss, when its near me, i dont jump anymore and call charlotte
Even if i dislike the last blow on boss (a dash!), i tryed for hours to beat myself without any success, i will blame lag for this
A more stable 3D engine will more likely optimize better this boss, alltought, i think it went quite well for this movie
Sadly you cant suspend after killing boss, you have to pick up "the ball" regarless, then after just use warp room to go back to begin and use portrait to go back into castle

Great Stairway

Back here, rush to activate (and use) the warp room just left of sandy grave portrait

Entrance

Now our goal is to complete the curse quest, unlocked by killing Astarte, to glitch it up and get our holy claymore
First whe head to the shop, use SG to reaper in front of Lilith, get curse from her, and go back to Eric for profit
Not using SG went slower in my tests, i couldnt reach it as fast as the SG do
After selling 39 rings with quest glitch, buying and re-selling stuff, i have exactly 300050$ and get the holy claymore
Head to warp room and go back to stairway

Great Stairway

Just rush up the final SG to access final boss
I gain level 10 without loosing time on my way, i use partner double jump and sword double jump glitchs for plateform (unreachable within single jump)
The skeleton could be a potential target for using also sword double jump, but looking how far i need to go to reach it, then jump back at platform, more likely its slower
On the second case tough, since i had one of those flying monster just near the plateform, it was worthy to use sword

Throne Room

Regardless your map was pointing on a bottom room of that open space, youll reaper in the dialogue sequence at stairs
Directly heading up you meet with dracula and death

Dracula & Death

Dracula have 6666HP, Death have 4444HP, holy claymore deal 67 to death, 56 to dracula
Maths tell us its not worthy to try fighting dracula, obviously
Whenever i hit dracula, its coz hes on my way, or that i want to switch, i dont aim at damaging him at all
So here i had to use a lot the sword double jump, reason is, to be able to spam switch, i need charlotte to hit death too
Charlotte from her own height, cant even hit him, so first i need to gain a double jump (or hit a candle/dracula) before i can spam switch
I use the backward slash animation nearly all time, the hitbox is slightly different than forward slash, they are of same size apparently, but are not alligned the same
I use it mainly because, from a backward slash you hit death from farther than forward (sound silly i know), as in, i can go slitghly forward and keep distance (remember death is chasing me)
In a forward slash i would need to go backward, witch is definitly a problem since its slower, as in, the hit happen later on, witch would need me to be closer to death
More to come later, plz be patient

True Dracula

He get 6666HP (regardless you hitted drac before) and you wont be able to manipulate him to avoid his 3 "wings" spells
Those finger things does show damage, like i would hit something, but it doesnt affect at all dracula real HPs
More to come later, plz be patient

Improvements, Credits and Unofficial Encodes

Final Sword route

[2]One way to obselete this movie by route means is to manipulate luck on the Final Guard to drop a Final Sword, on a frame war im not quite sure where to look for improvements, i would rather wait a stable 3D engine to remove all those lags around
The Final Sword weapon is far less powerfull than Holy Claymore (26vs67), alltought, you are basicly skipping the whole game and thus will save time over my movie, if the manipulation doesnt cost too many and that Dracula (epic!) battle doesnt get too long or troublesome
Final sword is also a long sword like claymore, regard this, you should be able to reproduce nearly the same fight than my movie, trought abusing fast switch / cancel sword and extra jump
Taking in consideration that the "regular" ways to manipulate RNG doesnt work in PoR, i stoped at Final Guard, an exemple dsm is available here
Notice that a few frames can be improved in this exemple movie, symply by using stylus instead pad in menus (its something i founded just before doing the refined holy claymore run)

Credits

A big thanks to klmz for help provided on this game, to optimize movements, checkind damages on dracula, route strategys, and many others things
Thanks also to pirate_sephiroth, atma and castastrophe for memory search/cheat codes
Serris, persona, satoryu and whoever helped in building the original holy claymore speedrun route
And finaly the whole desmume team making DS tasing reality, more particulary paul_t and adelikat

Unofficial Encodes[1]

  • Youtube (encode by gocha)

MKV by Gocha [EDIT: remove dead link]
Thanks for that quick encoding

Truncated: I will accept this movie. It has almost everything you can request from a tas: movement tricks, gliches, and a nice strategy.

adelikat: Processing.


Skilled player (1444)
Joined: 7/15/2007
Posts: 1468
Location: Sweden
arukAdo wrote:
I think the final sword will outcome this route, given youll be able to reproduce nearly same fight than this movie thanks to sword double jump, just slightly longer to achieve (still writting up the submition, will include this route)
Will it be possible to manipulate the final sword by either resetting before the last SG on different frame, or loading up the game again on different frames, or do you always get the same RNG value? At least from what I've heard it sounds like you are given a different value each time, as you can manipulate the sword drop in a unassisted run by loading a saved game close to that point until it drops. If that's the case I'd guess that it would take at the very worst 100-200 frames of manipulation to get it, though of course it's a major pain. I voted yes anyway, the run was entertaining and seemed pretty optimized, but I definitely think that a run trying to obsolete this should put in time into trying to get the final sword drop.
Agare Bagare Kopparslagare
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Cpadolf wrote:
Will it be possible to manipulate the final sword by either resetting before the last SG on different frame, or loading up the game again on different frames, or do you always get the same RNG value?
That how i imagine it can work, yes, by manipulating the several (3) suspends
Cpadolf wrote:
At least from what I've heard it sounds like you are given a different value each time
Pirate sayd otherwise, honnestly i cant swear of it, unless seriously tested, its assumption to me Dust, attack, switch, call, whatever you do dont affect the rng (will put address in submition), that enought to say it wont be easy at all
Cpadolf wrote:
would take at the very worst 100-200 frames of manipulation to get it
Will depend on what realy work to manipulate rng or not, for exemple, if whe need to extra save at final guard (lets imagine whe are forced for manipulate), its rather 1000 frames
Cpadolf wrote:
I voted yes anyway, the run was entertaining and seemed pretty optimized, but I definitely think that a run trying to obsolete this should put in time into trying to get the final sword drop.
Thanks that was my main point submiting this run I could do this in about 3 weeks, i know the game well, and i optimized like i could Now the rng whoring is another thing, it doesnt relay on my skill to optimize movement or battles, its just unpleasant at best for me And im forced to notice that PoR have the WORST rng of all (recent at least) castlevania games, they went on crack on this one This lead me to believe it could take 3 month to drop the sword, and not fighting to win frames to optimize my run, just playing around with rng, witch sux imo, so i leave this painfull task for later, and now i submit this, witch is in my range of abilitys :D Also its probably much more entertaining than the final sword upcoming movie, despite the big warp and money trick, i kill Astarte pretty good for exemple and its funny :p Dracula with 26 damage gonna be much less funny, i can assure you, and wont beat by like 5min this submition, i doubt (more wings, bats ect...)
Tub
Joined: 6/25/2005
Posts: 1377
meh. I love castlevania and all, but this run didn't offer much I could enjoy. I don't really know why. I usually love Glitchfests. I rarely mind weird movements, even if they make terrible sounds. Nothing wrong with boring parts in an otherwise interesting run, either. But this one? Meh. The combination of endless menu screens, long shopping sprees and a long sequence that sounds and looks like a wall having sex was a bit too much. Where other runs make up for such sequences, this one only offered two boss battles that were neither short enough nor varied enough to keep me interested. To me, this run looked like a combination of a lame save glitch and the abuse of a terribly noisy character switch. Both interesting glitches, but not enough to fill 11 minutes. Maybe this run just fails on timing. For a simple glitchfest, it was too long and showed too few glitches. For a speedrun, it was too short and failed to show the interesting parts of the game. Or maybe I should have played the game to appreciate this run.. probably as good as PoR gets, but any other castlevania game makes for more interesting runs.
m00
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
You know i have to admit im nearly having the same opinion than you Tub, but im apparently seeing it more optimist than you, and also i like the game and played it several time You got a point saying warps and shopping are long, i agree But seriously, a speedrun is not about showing the best part of a game, its about speed, that what i aimed at Despite been long, those warps and shopping parts are saving, a lot of time The warpless run will be a lot longer, and will abuse the same way the shop, so forcably, you have to agree it wasnt "a choice" if you aim for speed, i was forced to do those "lame and long" parts (and i realy aimed at them been the fastest possible, i have only 50$ left at the end lol) I dont pretend the run to be glitchfest, i sayd the engine was glitchfest and probly the warpless run will show more of em Now bottom line anyway, there is 3 DS castlevania games, and this one the most glitchy in term of warping
Editor, Experienced player (735)
Joined: 6/13/2006
Posts: 3300
Location: Massachussetts, USA
I'm a sucker for fast paced characters that make fast paced noises. I was entertained enough with the game and the run to vote yes, and I hope you get that Final Sword and make a faster version.
Homepage ☣ Retired
Joined: 7/2/2007
Posts: 3960
The Castlevania series continues to have more and more absurd ways of moving quickly. SotN had backdash-spamming, Wing Smash, and the Big Throw; AoS had backdash-jump and Julius's divekick-spam; HoD had whatever you call that weird rebound-off-of-candles thing; now we have backdash-switch-cancelling. :) The run amused me, though if it were longer I suspect I would've become bored. The noises during movement didn't annoy me (again, for a short movie; a longer one should probably mute voices), and your hovering during the Dracula/Death fight was nice.
Pyrel - an open-source rewrite of the Angband roguelike game in Python.
Player (107)
Joined: 1/5/2008
Posts: 84
Location: china
Awesome run, congratulations. A yes vote frome me.
I'm coming to here to learn English~
IST
Joined: 8/26/2008
Posts: 103
Question about the final boss lag. does that happen on the cart? It didn't happen when I played through the game via no$GBA, but that emulator is a little buggy when it comes to PoR anyway...
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
klmz wrote:
The emulator's timing is accurate by no means. It generates ridiculous amount of lags which don't exist on the real hardware at all.
In no$gba you get same lags, alltought, since its probly a bit better written 3D engine, if you got a fast computer, youll never notice it for real in no$gba Alltought i have a fast comp, i noticed under no$gba lags too, and they are exactly the same one here with desmume Main exemple are : the keep, save rooms, the shop, darts ect... ect...
Joined: 6/27/2007
Posts: 137
Location: Germany
imho it's a meh vote... It was just to fast and confusing. This Suspend Glitch is nice, but i thought "wtf is he doing?". Then suddenly you flew over the map oO The Playerchange for faster movement is annoying as hell... The Questglitch is also pretty annoying. And was also a little bit confusing ._. I just don't like these monsterglitch runs. A 100%-run would be over 9000 times better.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
This is probably why there is for (almost) all castlevania runs (as well metroid ect...) different category, generaly warp and warpless, glitchfull and glitchless, 100% ect... This wasnt aiming at 100% and was aiming at pure speed, you saying it was too fast mean the goal is achieve, im sad it doesnt comply with your "standarts", but at i least i didnt failed mines In my standarts, a 100% run can end up very boring regard to the time spent toward it, 9000 times more boring yeah :p Edit: i already mentioned it, but for the sake of this argument, a 100% run will ALSO use the shop trick, and at least spend as much time as i do
Joined: 6/27/2007
Posts: 137
Location: Germany
Well yo, in that case your goal is achieved =D It is really fast as hell. ;) mhm yo i think your right with the shop trick. This is pretty much the fastest way to collect money etc. :) btw. the last thing was just to joke a little bit around xD Mhm... But i would also like to see a 100%-Attempt xD
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Snake wrote:
Mhm... But i would also like to see a 100%-Attempt xD
Klmz is on this ;)
klmz wrote:
ljffdb2 & I shall officially be instead working on the border-suspend-glitch-less run from now on
IST
Joined: 8/26/2008
Posts: 103
arukAdo wrote:
klmz wrote:
The emulator's timing is accurate by no means. It generates ridiculous amount of lags which don't exist on the real hardware at all.
In no$gba you get same lags, alltought, since its probly a bit better written 3D engine, if you got a fast computer, youll never notice it for real in no$gba Alltought i have a fast comp, i noticed under no$gba lags too, and they are exactly the same one here with desmume Main exemple are : the keep, save rooms, the shop, darts ect... ect...
I skipped over that by mistake... >.< I've got the latest version of no$GBA(Which has major speed ups over the latest free version) and what basically amounts to a Core 2 Duo overclocked to 3 GHZ, so that's why I never had any lag. Thanks for the answer, arukAdo and klmz.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Yeah with a 3go cpu, no$gba will play fluid PoR, laggy area are still there tought even if you cant notice it, i mean basicly 3D engine is more "stress" in those parts of the game, so if you got enought powa you wont notice it on real time, also i doubt you can bash your pad at 60fps real time so it wouldnt be a trouble The next build of official desmume branch will hopefully have a more solid 3D engine, witch mean outdating this movie as well, considering the large ammount of lag (over 10% of the movie is lag, mainly from save room/shop) Notice it would also outdate a hypothetic final sword movie, especially considering the final guard is extremly lagging since its all in 3D (and require 50 hits...)
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Joined: 5/15/2007
Posts: 3940
Location: Germany
I'm not very familiar with Castlevania runs... I voted meh because the excessive character-switching throughout the run annoyed me.
Joined: 2/11/2007
Posts: 45
Location: Iowa
Terrific run. The only problem I have with it is the excessive shop time, but I understand why it's needed. Great job! An official encode should keep the map in some form, if only to help visually explain the pure WTF-ery of the game suspensions. To be specific, I liked Gocha's (?) with the full-resolution game screen and the mini half-res dual screens on the right side.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Gocha made an encode for me to put on youtube, and it turned out pretty well, good quality there http://www.youtube.com/watch?v=mM5T_Dkh-BY I edited the submition with it as well others details, i will refine more tomorow
Active player (315)
Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
Anyway... I vote for a "End at Sisters" run. That retarded spread-wings-and-summon-2-evil-hands-that-crush-you-like-walls attack is THE WORST SHIT EVER. I also had some ideas to maybe improve a few parts... but that's for IRC I believe.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Actually pirate, sisters are not even a bad ending, you dont get back to begin by killing em nor unlock NG+ Nope, you just get back in keep at your previous save, the game is not updated or anything, its game over basicly Honnestly i still dont understand whats your point, whe dont kill richter in sotn but dracula, and that have nothing to do with their "position" been near or far from eatch other, what if there wasnt 2 castles? and anyway your argument generaly been speed, richter should be end of sotn too then Im somewhat ok you dont like dracula, i can agree maybe hes not super bad ass like he should be and that crappy attack is lame, tought, does it mean i need to ruin my movie by obtaining a lame ending... i dont think so Looking at articles on how to make movies, its clearly stated you should be doing best ending hardest difficulty ect... Its realy a subjective point of view to say gameover is a superplay, best ending is superplay without any doubts tought Taking the sisters as end point is realy the lamest option of all imo
Joined: 7/1/2008
Posts: 272
imo, Castlevania speedruns should always get the good/best ending and beat the true final boss. as arukAdo said, getting the bad ending pretty much equates to a Game Over.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Well, on another hand, im also ok about massive giltching that allow to skip boss for exemple, even if its the last one (thinking about AoS right now) But at least, you realy get the ending in that case, with staff credits, unlock boss rush ect... Its still like you would have beat the game Even if its trough warping means Ending at sisters doesnt beat the game, at all
Joined: 5/2/2008
Posts: 65
Intentionally getting yourself killed at Chaos for the bad ending would probably be more entertaining than a Sisters fight. They're pretty much the the most boring boss fight in the game. Even if the wing crushes bother you for some reason, the rest of the fight more than makes up for it - that hover glitch was made for Death.
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Joined: 2/28/2006
Posts: 2275
Location: Milky Way -> Earth -> Brazil
My point is that the final battle takes a long time... for nothing. And finishing it via glitch does not unlock Richter + Maria anyway.
"Genuine self-esteem, however, consists not of causeless feelings, but of certain knowledge about yourself. It rests on the conviction that you — by your choices, effort and actions — have made yourself into the kind of person able to deal with reality. It is the conviction — based on the evidence of your own volitional functioning — that you are fundamentally able to succeed in life and, therefore, are deserving of that success." - Onkar Ghate
Bisqwit wrote:
Drama, too long, didn't read, lol.
Experienced player (961)
Joined: 12/3/2008
Posts: 940
Location: Castle Keep
Not for nothing... for beating the game..! its the end boss... Last save room would be good in sotn then, since it just update the mem card who care No seriously, that why the primary is "beat the damn game", if you remove that, its open to any silly interpretation on what is beating a game About chaos serris: no the point is you can load the staff credits without fighting the boss at all, simply by warping under the castle, but even in this kind of case, its still like you beated game Unlock richter + maria ... hum... took from gfaq just now "Richter Mode is unlocked by beating Richter (named Whip's Memory) in Jonathan Mode, then get the good ending by killing True Dracula" Fail, need to kill dracula anyway :p I wonder if its not possible to SG in the room with portrait going to richter and even skip totaly sisters, in witch case, well sisters are pretty much the most useless shit in the whole game and surely shall not be beaten I think im going to do a boss rush if this get accepted, i will need to get some items, and ill probably try to unlock also all others modes by the same time