Comments
thread: Cybermorph
AlbertHamik6 months ago

Hey there, I forgot I posted this comment. I admit I am not an expert of Jaguar stuff, but the one thing I am aware of is that prior to BigPEmu showing up on the scene, Jaguar emulation was pretty crap. The developer seems to be accuracy-focused like many modern emulator projects but I feel this is something that'd require testing by those who actually know and have the Jaguar stuff to compare and contrast with.

EDIT: To clarify more, because BigPEmu is the first proper Jaguar emulator that isn't garbage/"proof of concept" tier stuff, there is probably much that isn't known for the handful of Jaguar runners who would know the particulars of these games. I can only say that from when I played with it, BigPEmu seemed to be pretty spot on with games, even being accurate to original era performance by default, though they have options to speed games up too (obviously not speedrun kosher).

I only ever played on a real Jaguar once though at a convention, over a decade ago, so that is why I insist on Jaguar runners taking the initiative to test this. From my brief testing, it seemed that, as an example, Jaguar Rayman could potentially be faster than the other versions but because of the Jaguar's obscurity not many runners have touched it from what I saw. That's just an example I'm remembering from when I first posted this.

Akuretaki likes this
thread: Slave Zero
AlbertHamik11 months ago

I'll leave it to others to figure out a proper angle for walking OOB, but actually I managed to figure out a solid (though annoying to perform reliably ATM) path to reach the boss without them activating their spin cycle: https://streamable.com/9r65t5

GoldPool likes this
thread: Slave Zero
AlbertHamik11 months ago

So I was able to reach the trainstation boss with this exploit. Took a bit of trial and error getting precise jumps and such, and I don't really have it memorized, but after a bit I could finally mantle up to this thing without triggering its spin cycle:

https://media.discordapp.net/attachments/969546188611285072/1106009159255732274/image.png

Should note that I would prefer attempting that deload glitch for this area if possible, because trying to mantle or jump to OOB ledges was a chore.

GoldPool likes this
thread: Slave Zero
AlbertHamik11 months ago

Oh, I see. Interesting.

thread: Slave Zero
AlbertHamik11 months ago

With the second clip, are you hopping inside of solid collision or on top of an invisible surface specific to that area? Knowing most OOB in this game, you wouldn't normally find invisible surfaces to jump along so I was curious if it had something to do with the glitch instead.

AlbertHamik1 year ago

Not exactly sure why some people didn't get the compat. mode option to work, but I'll say for people not sure, try compat mode first, and if that doesn't work, THEN go with the display.cfg edit option.

thread: Psychotoxic
AlbertHamik1 year ago

I don't know how I missed this message a year ago but I think I basically found this bug you speak of for my run, but only back when I hadn't realized that I needed vsync enabled for the 2nd to last level, so I was insta-dying each time to the rapidly rising water.

I never did bother figuring it out for the wider run as I didn't think it as being important, but now that I'm thinking about it again upon reading this, maybe if I do come back to this game again I might try figuring that out for the tougher sections like the art museum.

AlbertHamik1 year ago

Yeh I finally joined the discord and saw everyone else discussing needing to like squish yourself inside the elevator with objects you take with you. Sounds absurd... I love it.

AlbertHamik1 year ago

But del couldn't figure out how. The trigger to load up a later version of the lobby area of the A.X. Corporation (the very start of the game) is somewhere in that one area meant for later on when you revisit that map or a copy of it.

But yeh he couldn't find a way and I remember finding those elevators in the lobby area have solid ceilings and you just get squished up there or something.

But if you were to find a way to get to the later game status trigger, hoo boy...

D3VILMAN, JiffeVo, and Jared420x like this
AlbertHamik1 year ago

It's the calm before the storm.

Wolfhowl20 likes this
AlbertHamik1 year ago

If the winner of this competition DOESN'T go on a trip to Borneo I swear to god...

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thread: Cybermorph
AlbertHamik1 year ago

Also unrelated to the topic but man this leaderboard needs a design. You should give me mod briefly so I can create a design for it, lol. Here's what I'm capable of when I'm on my A game for designs: https://www.speedrun.com/puggsy

Akuretaki likes this
thread: Cybermorph
AlbertHamik1 year ago

I'm putting this here mostly out of posterity (not personally planning on running the game... Not right now anyways but maybe later). I haven't tested it yet myself, but apparently Cybermorph works fine in BigPEmu. Just checking to see if you'll be officiating it for runs.

EVIDENCE:

Akuretaki likes this
AlbertHamik1 year ago

Year late reply I know but at some point I was thinking it'd be cool to see a run based on the not QS/QL glitch, and at least one other person was humoring the routing with me ages ago.

There's a number of funny exploits throughout the game but like, nothing nearly as fast as the QS/QL glitch so that effort inevitably fizzled out. Also, I can't even remember the strats we found so they'd have to be rediscovered.

This is just an official "on the record" statement of how it'd be cool to see that, really.

thread: AxySnake
AlbertHamik1 year ago

So I'm going through as fast as I can to retime everything, and learning some important things. First of all, the best visual indication for selecting a snake that I noticed finally is the "Select Your Snake" logo, which will start to squish upwards when you've selected a snake. Though a little annoying to frame select for if someone has rapid fingers and picks a snake on the earliest frame possible, it is easier than the old method of looking at the snake's "movement".

Secondly, for the new established rule of time ending on the level counter disappearing, I have noticed an odd disparity with runs. Most runs, the level counter bar at the bottom left immediately disappears without a doubt. On a couple runs however, I noticed a glitched state where the timer partially disappears and is replaced with glitchy graphics, or it only partially disappears with no discernible glitches. For instances of those, I say it is the same as the timer disappearing and so it counts as the time end.

Finally, please, if you see this, check your run over and confirm my retimes, and make note of the framerate you recorded with. I just now realized some of you aren't as simple as a 30 or 60 frames per second, and I have to go back and glance over everything. This is what I'm using for time: https://retime.mcbe.wtf/

EDIT: Unless I missed something, only have to finish Park levels later. https://www.speedrun.com/axysnake/level/Park#Any

AlbertHamik1 year ago

1:15 They actually call it a "big bee hole" in the map container, so yeh.

About AlbertHamik
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