Forum posts

Forum: Ratatouille (Asobo)

Thread: Potential Strategies Thread

Started by: right_in_the_tocklesright_in_the_tockles

Xander has found tutorial skip, but it's practicality wanes. It requires buying a slide from the extras menu and clipping out as he showed me in June of last year and the only reason it's remotely practical now is because of two things.
1) When you complete a slide and hit "RESTART", the spool falls down (or in the case of KP, the boxes)
2) The invisible wall on most slides are either difficult or impossible to cross even when you're on top of the slide.
Below is a video of my documentation of it at the time.

Currently, the only known clip for one of these slides is in Slide of Your Life. When you exit an extras menu'd slide and re-enter it, it will become a normal slide again; however, the door behind you closes once you enter Market. I see this going 1 of 3 ways.
1) It may be possible to clip just above the exit and fall into the Sewer load trigger. However it would seem that when you do this Home Stink Home is simply locked up, and we don’t have a way past any of the bars yet (as previously stated). Additionally, most of Slide of Your Life, especially the ending, is completely open at the top making our condition for using Xander’s method of clipping only really possible at the tail end right before the mattress, except it doesn’t seem possible to jump while in this part of the pipe. So, even if you could, it’s still a stretch.
2) We could perhaps find a way back into Slide of Your Life and complete it a second time without tacking on an entire level. Sadly, it would seem that once inside the hatch Remy dies, respawns, the hatch will open, but M MK GLISSADEI (the mission) is still red and thus, no level trigger can be found.

It's possible the trigger could be stored OOB but if we had OOB movement then that would likely make a different method much more relevant. Before I move on however, note that this also includes intermediate entrances, so you can’t do this any later and skip the heist for example.
3) Kitchen Pipe is one of the levels you can buy, so it begs an obvious question. Sadly, it would appear the developers already accounted for this:
https:/​/​drive.​google.​com/​file/​d/​14tf9LWFGnYtxOZIYpviDDco2ZMQb6oWC/​
except from my research I’ve deduced that it’s not %, but rather a specific mission.
Further research will need to be done such as: which mission this is, and when it normally becomes active. I will update this when said flag has been uncovered. Once we find out, any% runners should absolutely look to enable this as early as possible but if the method found requires access to Home Stink Home then we have to do it, menu a little bit, and do the skip faster than we can already do Paris Streets and Soupy Assistance. As for cheat and low%, I can’t wait to see how short we can make this game. Currently, a way to cross Kitchen Pipe’s invisible wall is being surmised. The wall around the pipe almost completely covers the entrance, I plan to make a graphic illustrating the lengths of the barrier, but using hacking tools it’s easy to get a mental image of it. The best part about this method is we wouldn’t even need to beat the pipe thanks to ComradeNapCal’s discovery of DKE.

 

Forum: The Elder Scrolls V: Skyrim

Thread: Glitches

Started by: IAmNotBobIAmNotBob

So, I have NO idea how I did this, or if it's even possible in Vanilla, but I do know it happened, and hopefully someone in the community can figure it out. So, I went to turn a quest in for the Jarl of Markarth, and I ran through all his dialogue until the last sentence; which for some reason was unskippable and never automatically closed. Naturally, I spammed this dialogue to no avail. So then I gave up, and cast a spell that was supposed to send me to my modded home, but instead nothing happened at all, and I proceeded to spam again; which again, didn't work. So then I saved and relogged and when I got back to my save I was sent repeatedly into a loadzone for my modded home and I think the reward for the quest was given to me several times aswell.

 

Forum: Transformers: War for Cybertron

Thread: II OOB

Started by: right_in_the_tocklesright_in_the_tockles

No, I only have the aftermath of it sadly.

 

Forum: Transformers: War for Cybertron

Thread: II OOB

Started by: right_in_the_tocklesright_in_the_tockles

Here's those strategies I was talking about btw

 

Forum: Transformers: War for Cybertron

Thread: II OOB

Started by: right_in_the_tocklesright_in_the_tockles

I found this OOB while playing through the game again on hard mode. I explain everything I can in the video and if I manage to replicate the glitch I will update. I hope it helps lower the game's time 🙂

 

Forum: Ratatouille (Asobo)

Thread: Potential Strategies Thread

Started by: right_in_the_tocklesright_in_the_tockles

(edited: )

The illusive tutorial skip would easily save 1 minute and 50 seconds in every single category that has been and will be made. Specifically what I am referring to is the hypothetical glitch that would involve moving Emile to a new location by negating Apple Cores as we currently know them. Currently, we can infact reach the end of the level earlier than intended through multiple ways actually. The only issue being that Emile is not there to take us into Destiny River. He is instead wherever we left him before leaving him through one of two methods (linked below)
Found by Nap42

This method could also be made much faster thanks to EpicNess https://clips.twitch.tv/GracefulDeafFoxThisIsSparta
Found by EpicNess (I will update if I find the original)

It could be quite possible to simply make Emile skip to the very end of How to Raft. Afterall, thanks to Comrade Napoleon’s findings in Deserted Kitchen we know that when leaving Deserted Kitchen into Home Stink Home Django’s trigger is moved in front of the entrance to Deserted Kitchen despite the fact that we never completed any levels prior (and if you left the level rather than beating the game, you didn’t even play THAT). It should noted however that Home Stink Home’s map is still set up in such a way that every level is locked up tight. (pictured here)
https://drive.google.com/file/d/1rZl6nC4h_T1vNc-A5_nl6ygeL6GwQGXg/view?usp=sharing
https://drive.google.com/file/d/12LYtWOI-OhxJYHIJDg5cOEy3_77k1eBr/view?usp=sharing
So, how would this apply to the tutorial? Well considering Emile and Django function similarly (I’ll be it Django loads entirely new levels and Emile only does this at his final location, but they both load new map-related things) It could be possible to go to a spot where an Emile trigger can be found and reload the area in some way (via death, Quit Game, re-entering Mabel’s attic, falling OOB, or otherwise.)
Another method, though slightly more convoluted would involve something I discovered while making a map of Little Chef Big Kitchen (which is now lost thanks to a hard drive failure)

The anomaly happens at 3 minutes in, but I include the first part because I believe it to be crucial to how it works. You’ll notice that even though I never touched the Star, I got very close to it while climbing the shelf. My belief is that when Remy gets within range of a Star that has yet to load it still triggers the star to move to him, however since the star was off-screen and thus culled out of the game, it only chased him after it was able to load.
Side note: I also believe this to be similar to a glitch I found in Scooby-Doo! Unmasked involving Clues. (shown here)

Applying this Star to the Apple Cores, assuming this really is a property of unloaded collectables, we could run along a path that should have Apple Cores later on and the game could simply teleport them to Remy. This could specifically negate backtracking to the Finding Apples in the Dark Apple Core on the bed in Mabel’s attic for example.
Perhaps if I am wrong on this theory, and Apple Cores can be teleported to Remy like the star in Little Chef Big Kitchen, we can make the tutorial much much faster. Assuming I am wrong though, comes with the issue that Apple Cores load in groups. If the Star being unloaded is what does ‘it’, we may have to perform this glitch multiple times per mission.
Whatever can make the tutorial faster I welcome, and in fact I would like to place a bounty on finding skip(s) such as these. I will update to provide a price when I get the money to do so because certainly $60 is nowhere near enough for something so substantial.

 

Forum: SpongeBob SquarePants: Creature from the Krusty Krab

Thread: Mod Request

Started by: BubbleBassBubbleBass

For my money though, speedinsam wouldn't be too criminal with a good trail. See how they do for a month or so and then remove if necessary. What do I know though, I've got nothing on this game thus far... :c

BubbleBassBubbleBass likes this. 

Forum: SpongeBob SquarePants: Creature from the Krusty Krab

Thread: Mod Request

Started by: BubbleBassBubbleBass

Thats a nice rule of thumb in general honestly. I've had too many run-ins where good players made pitiful mods.

BubbleBassBubbleBass likes this. 

Forum: Scooby-Doo! Unmasked

Thread: Tenths of a second

Started by: right_in_the_tocklesright_in_the_tockles

Glad to see the game opened back up, I'll update if we get a little hairy again though.

 

Forum: The Simpsons: Hit & Run

Thread: Autosplitter

Started by: FelisFelis

Homebrew?

 

Forum: The Simpsons: Hit & Run

Thread: Autosplitter

Started by: FelisFelis

Does/can the autosplitter work with console version(s)?

 

Forum: Ratatouille (Asobo)

Thread: Potential Strategies Thread

Started by: right_in_the_tocklesright_in_the_tockles

Another long sought after trick, potential to save most of the time spent in the current any%; however this one is just easier to explain. Kitchen Pipe can be entered one of three ways.
1- After Soupy Assistance
2- From Deserted Kitchen
3- From the Extras menu
Considering the same level can be entered both at the beginning and end of the game, it may be reasonable to assume that we can simply enter Deserted Kitchen after Soupy Assistance. The only issue being is the entrance back to Deserted Kitchen inside Kitchen Pipe. Entering Kitchen Pipe post-game makes it seem quite promising as it's very easy to get back up to the window. (pictured here)
https://drive.google.com/file/d/1dxbLtrMTc9JdpbgXszr2PkHzChPJaIgN/view?usp=sharing
But then you enter it from Soupy Assistance, and you realize that both ways you could get up before are missing thanks to the huge lack of previous boxes. (pictured again)
https://drive.google.com/file/d/1BryMpguoQL74NJVaRA-0qLgEbbqq9eG1/view?usp=sharing
Despite this, I have made attempts to the top of the table anyway, some of which almost worked. (picture)
https://drive.google.com/file/d/1QVkMyrkR7uH0xzBtdrNpy0ysZW5p8_nt/view?usp=sharing
I should point out that some of the boxes to the right of the table have that same effect the box does in the Magpie Madness skip, but to no avail.

 

Forum: The Site

Thread: High Scores - what shall we do?

Started by: PacPac

(edited: )

It seems to me that SRDC has already incorporated many non-time-specific sections (such as: Guides, Streams, Resources, or Forum). Certainly, sections like these may not directly relate to competition in the same way a leaderboard does, but they certainly can, and still relate to the game. Because of these two factors, it's my understanding that while a 'High Score Leaderboard', may seem secondary in this context, that doesn't necessarily make it unconventional. Objectively though: For many speedgames, especially small ones, any information on the game can be important, and being able to keep track of it all on one site would make that convenient.

RetroPacmanRetroPacman, Really_TallReally_Tall and 2 others like this. 

Forum: Ratatouille (Asobo)

Thread: level leaderboards

Started by: gamingguy63gamingguy63

It could also be argued that with well enough optimization, specific missions would eventually depend on an auto-splitter, given how short many of them are already.

 

Forum: Ratatouille (Asobo)

Thread: level leaderboards

Started by: gamingguy63gamingguy63

(edited: )

This got me thinking, what of specific missions in general? What if we had 'IL' defined for those as well? Maybe not now, but if IL's continue to be competitive as they are, it could make it even more so if that was expanded upon.

 

Forum: Ratatouille (Asobo)

Thread: Potential Strategies Thread

Started by: right_in_the_tocklesright_in_the_tockles

To start off, I’d like to throw my hat into my own ring with a potential for skipping a few levels. Right after The City of Lights the game opens up much more, despite not being able to get around the barriers of newer levels yet, the center of Home Stink Home is the closest we COULD probably get to them. Just before entering The City of Lights however, we may technically be in Home Stink Home with the only issue being the closed off gate. Going back even further though, the same could be said for the entrance just before Paris Streets. For this to work, we’d have to assume many things about level entrances, their hit-boxes, and the game’s sequence. I’m going to go over the assumptions, and then explain possible issues with them.
1) Prior to Paris Streets and City of Lights, we really are in the same Home Stink Home. It could be that these levels are seprate maps, which would mean that even if we could get to where we want, it doesn’t exactly exist at that point of the game.
2) Despite a cutscene pre-empting many of these levels’ first entrances, we don’t actually need said cutscenes to enter. Let’s say we get to the center of Home Stink Home, but have yet to find a way around the hub’s barriers, meaning that our next step would be entering Little Chef Big Kitchen. If the cutscenes with Remy’s dad are required for a ‘first level entrance’, its possible the cutscene is impossible to reach out of order.
3) Going around levels won’t have any ramifications on how the game works. For right now, it’s unknown what would happen if we skipped a major level. It’s possible that everything else works out, but skipping levels causes any number problems down the road, or even immediately.
I plan to look into this asap, but if you would like to contribute, feel free!

 

Forum: Ratatouille (Asobo)

Thread: Potential Strategies Thread

Started by: right_in_the_tocklesright_in_the_tockles

Making an understanding of how the game works can greatly contribute to finding new time saves, 'Potential Strategies' is simply the application of that understanding into the game. Discussions like this happen on/off in the discord, and I thought this could be a good way to keep track of and compile them. So, feel free to contribute any findings!

 

Forum: Scooby-Doo! Unmasked

Thread: Tenths of a second

Started by: right_in_the_tocklesright_in_the_tockles

Probobly not the most urgent of issues, but times (especially on the IL boards) can get a little close together considering how linear the game still is, so i think adding tenths or even hundredths could be necessary if not now, sometime in the future; at least until we learn enough about the game to open it up again.

 

Forum: Scooby-Doo! Unmasked

Thread: Tool Assistance

Started by: right_in_the_tocklesright_in_the_tockles

Currently, emulation is prone to inconsistencies and most of all crashes. These crashes can be diverted by changing CPU Engine and/or Backend momentarily but completing the entire game on one setting has yet to be seen. So, unless these issues are fixed it's likely a TAS would require video editing and even then loadtimes could still become an obstacle. Best of luck to those who attempt this feat.